Frequent updates and quality of life improvements continue to help New World evolve into an even more enjoyable experience. One year later, the game includes additional weapons, modes, storylines, Expeditions, areas, and features. There are also new systems, mechanics, and open world activities. If you can think of something from launch, chances are it was more recently changed based on player feedback. For returning players that might sound daunting, but this is actually the best time to play New World, especially if you’re new to the game.
“Take it slow and don’t get overwhelmed,” BDLG said. ”You will learn as you go. It is 100% okay to not know anything when you start. That’s part of the fun. Enjoy the ride and the knowledge will come.“
REVAMPED STARTING EXPERIENCE
Before BDLG played New World, he most looked forward to exploring the world of Aeternum. Now those early settlements, points of interest, and quests are completely revamped. “It is an incredible experience for new players,” BDLG said.
GETTING STARTED
The first 25 levels of the game were overhauled based on player feedback. Here’s what to expect:
Start the adventure with friends: Players spawn in one of several zones at the beginning of the game. Head to a friend’s location to play early quests together.
Multiple ways for solo and group players to progress: There are different objectives for certain quests that give you the option to remain solo or join a group of players depending on your preferred experience.
Diverse objectives to keep gameplay fresh: Objectives range from puzzle and traversal challenges to unique interactions with the world and dynamic events. There’s always something new to find.
An epic adventure surrounding the mysteries of Aeternum: Conquer new enemies, obstacles, and locations to reveal the truth about the eternal isle.
TAKE YOUR TIME WITH PROGRESSION
“Getting to level 60, or max level, is not a huge time sink compared to many other games,” BDLG said. “It’s fairly easy to obtain so there’s not need to rush the process. The first time you embark on that journey is incredible. You only get one ‘first leveling experience,’ and the end-game will always be there.”
HOW TO BALANCE STORY PROGRESSION, SIDE QUESTS AND EXPLORATION
“New World does a great job of grouping the side quests with the main plot progression,” BDLG said. “You can pick up the main story and side quests in batches, and then complete a cycle and repeat in the next area. Quests also take you throughout many parts of the world which allows you to explore naturally as you progress.”
TRADE SKILLS
Trade Skills are non-combat related skills that fall into one of three categories: Crafting, Gathering, and Refining. Skills like Musical Instruments, Mining, and Cooking all have separate levels. These skills help you complete quests, gain experience, defeat enemies, and generate Coin through New World’s economy. There are over 15 Trade Skills, so pick up BLDG’s tips for easier progression:
Focus on leveling your Gathering and Refining as you level up your character. Refining skills have daily cooldown materials that are very valuable and can help you either make money or be stashed away for end-game Crafting.
Cooking is very easy to level. Make sure to level Cooking to help keep you stocked on food. It’s also very easy to obtain your Emerald Gypsum via Cooking once you reach that level of progression.
If you want to focus on Crafting, prioritize armor crafting over weapon crafting, because there’s quite a few good weapons that players can obtain through drops. As a new player, bear in mind that Crafting at a high level requires gear, food, town buffs, and trophies. Some of these can be difficult to obtain, but crafting legendary gear at the end-game can be very lucrative.
FACTIONS AND COMPANIES
Each of the game’s three Factions have their own unique style and beliefs. Membership comes with a few perks like the ability to flag yourself for PvP in the open world and join Companies. Companies are player-run organizations that may take control of Aeternum’s Settlements. Here’s how to navigate them:
New World can be completed without joining a Faction or Company, making both entirely optional.
If you are a solo player, your faction choice is not necessarily too important. Choose one you like based on their backstory, color, or whatever else catches your eye.
Choosing your Faction is more important if you play with friends. You must both be in the same Faction to join the same Company. Factions can also be changed, so no decision is binding.
You do not have to immediately join a Company. However, joining a good one as a new player can help speed up your progression and knowledge of the game.
Faction missions are valuable to complete each day, and BDLG treats them more as a daily task versus something he does regularly, unless they are trying to undermine a territory. Doing three Faction missions daily will reward you with increased experience and gold, which gives new players a nice boost.
COMBAT
“Combat has seen many different iterations of meta,” BDLG said. “That means things are always changing, which keeps the game fresh and enjoyable. For new players the combat is very easy to learn, but hard to master.”
WEAPONS
New World features 14 unique weapons. Charge more confidently into battle with these recommendations:
As a new player you need to be aware of each weapon’s preferred attributes. For example, the Great Axe scales off of Strength and the Bow scales off of Dexterity. This makes those two weapons a less than ideal pairing. Instead, focus on pairing weapons together that work well with similar attributes. It will cut down your possible options and help you gain an understanding of how the weapon pairings function.
Try as many different weapons and combinations as you can. You’ll feel less overwhelmed if you switch weapons as you continue to level and find more. You might even end up sticking with one you initially felt wasn’t for you.
Do not worry about maxing out each weapon’s level in the early stages of the game. Once your character reaches level 60, it’s not a huge undertaking to get your favorite weapons to level 20.
CONSUMABLES, PERKS, AND EQUIPMENT
Finding the best Perks or items early on isn’t necessary. Instead focus on understanding what everything does and how they all work. You will need that information once you reach the late game, especially if you want to acquire good gear. For now, beginners should know:
Your equip load or equipment weight is crucial to your gameplay. Make sure to hover over the tooltip to learn what the differences are between the different weights. You will see the text “light, medium, heavy” beside your equipped armor in your inventory screen. Learning how this works as soon as you begin will help you out tremendously.
Pay attention to the attribute scaling for each weapon, and make sure you distribute them correctly based on the ones you use. You can easily respec your attributes in the attribute screen if you switch weapons.
There are quite a few consumables that can increase your damage output and mitigation like Honing Stones, attribute food, coatings, and wards for PvE. You can familiarize yourself with these as you level, but don’t get overwhelmed by them. You will learn more about each one as you progress.
Voidbent armor is not best in slot. If you choose to craft or acquire Voidbent gear, understand that it should be utilized as a “stepping stone” armor and not what you should shoot for as a best in slot set.
HOW TO QUICKLY TRAVERSE THE MAP
While the start of the game is now more centralized, later quests require additional travel. BDLG shared a few tricks for you to spend less time running around Aeternum’s massive map:
Set your Inn early on. You can utilize your Inn from anywhere on the map and then fast travel to Shrines from there.
Run up to every fast travel Shrine you see. These are very important for getting around the map quickly.
Travel on the road when possible for a nice speed boost.
You can also fast travel from anywhere in the world to a house you own and then freely warp to any Shrine, Settlement, or Outpost. You can even reset the fast travel timer of your house by paying a small Azoth fee.
CAN SOLO PLAYERS FINISH NEW WORLD
“New World is a great game for solo players,” BDLG said. “You can bypass all of the group content in the main story quest which allows you to complete the entire storyline without having to find groups. There’s also plenty to do as a solo player, including PvP.”
PVP AND PVE CONTENT
“There are plenty of PvP options in the game,” BDLG said. ”You can flag up and fight opposing Factions in open world PvP, fight your friends in solo or group Duels, queue up for small scale PvP with Arenas, play objective based PvP through Outpost Rush, and enter large-scale battles through Wars. You can begin open world PvP very early on in your gameplay, and queue up for Arenas as early as level 20.“
“For PvE players, the game has quite a few different Expeditions you can run. Each of the Expeditions can be pushed past their normal versions through Mutated versions. The Mutated versions are much harder. They rotate each week, keeping the content fresh. There’s also plenty of open world PvE to be had with the Elite Zones and bosses.”
JOINING THE COMMUNITY
“For the most part, the New World community is very helpful and welcoming to new players,” BDLG said. “There are always ‘bad eggs’ in every game, so if you come across someone that’s negative or rude don’t let that be indicative of the community as a whole. I have seen many new players ask for help in global chat, and then receive that help via gold, gear, a question answered, etc. by many veteran players.”
RETURNING PLAYER TIPS
“Since launch, most of the changes to New World have improved the experience of new, returning, and even current players,“ Redbyrd said. ”If anything, it should be much easier to pick up New World now than it was at launch.“
SHOULD I MAKE A NEW CHARACTER OR CONTINUE MY PAST ADVENTURE
If you haven’t reached max level, Redbyrd recommends starting a new character. “The new starting experience is next level. Leveling is much easier now and starting over can help you re-learn the game, plus rolling up in the new Monarchs Bluff and then seeing the new Faction hubs will blow you away!”
HOW HAS PROGRESSION CHANGED
“New World has done a great job main-streaming progression and how you get to max Gear Score,” Redbyrd said. “The days of tracking your Gear Score on a piece of paper or spread sheet are gone. The newly improved Expertise system lets players know where they stand, while the new Gypsum System allows players to easily improve their Gear Score through the activities they enjoy.”
RETURNING AS A SOLO VERSUS GROUP PLAYER
“One of the best things returning players can do is to connect with current players,” Redbyrd said.
“Solo players now have a great new resource, the Expedition Group Finder. The Group Finder makes it easy to link up with other people to do Expeditions and Mutations.“
“People who prefer to play in groups should join a Company. Joining a Company isn’t required but can vastly improve your experience. Being able to ask other veteran players questions can be a huge asset as you get re-accustomed to the game.“
GEAR PROGRESSION AND RETURNING TO PVP MODES
“Players interested in PvP should look into the new PvP Reward Track,” Redbyrd said. “This is an easy way to catch up with other players and obtain some high quality PvP gear. Players can also look in the Auction House for cheap PvP gear.”
“There have been a lot of changes to gear since launch. It should be much easier now for players to get the gear they are looking for with the improvement to both drops and Crafting. To be competitive, players will need to increase their Expertise levels to 600 and above. This is also much easier now with the improvements to drops and the Gypsum system.”
Following the Brimstone Sands Release, if you have an item below 600 Gear Score when you enter Outpost Rush or PvP Arenas, its score will increase to 600 for the duration of the match. Other modes like War and open world PvP will still use your current Gear Score.
FAVORITE CHANGES TO NEW WORLD
Redbyrd wrapped up our discussion with a brief rundown of his favorite changes:
UPDATE
“The Brimstone Sands zone is great, with tons for players to explore. Combine that with a lot of new changes like Heartgem Abilities and it is the best New World update by far.”
SPECIFIC CHANGE
“The quality of life update to both fast travel and inventory management. Those changes reduced a lot of the player friction and made the game more fun to play.”
EXPEDITION
“The new Ennead Expedition is my favorite. Each boss has interesting mechanics and the time it takes to complete hits the sweet spot.”
FEATURED GUESTS
Make sure to follow BDLG and Redbyrd on Twitch for more guides, live high-level New World gameplay, and other original content. You can also check out their site http://newworldfans.com/ for additional help throughout Aeternum.
We wanted to celebrate Halloween with you and added a new scarecrow item and a pumpkin plant that you can use to craft the pumpkin lanterns. Some harbours have had small decorations done to them to make them more Halloween-themed!
We also wanted to give the first Longvinter steam items to our most active fan base. After an hour of play, you will get the first hat drop and after 3 hours you will get the second variant of the hat and community-inspired clown face that you can use to customize your character in Character customizer.
These items will drop only during this Halloween event so make sure to try out the new update!
Microsoft Flight Simulator (2020) 40th Anniversary Edition - Jayneivana
Enjoy discounted pricing on Marketplace content from Got Friends!
For seven days starting on October 21st save up to 40% on the following items:
Discus 2c
EA-7 Edgley Optica
Gee Bee R3 Special
To purchase these discounted items, visit the Microsoft Flight Simulator Marketplace, select ‘Featured’, scroll down to ‘Special Offers’, then select ‘See All’ and look for the savings.
Changed balancing ES36 : slightly increased base damage (26 to 30)
Changed balancing MK12 : reduced vertical recoil
Changed balancing SKS : slightly reduced vertical recoil
Improved Kyanite Suppressed gunshots SFX
Improved M4 Suppressed gunshots SFX
Improved FAL Suppressed gunshots SFX
Improved FN57 gunshots SFX
Improved Honey Badger gunshots SFX
Improved ES36 gunshots SFX
Improved Oppressor gunshots SFX
Improved main menu home tab and background
Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
-Fixed a bug where the Spriggan would bypass Blind -Fixed a bug where the Yeti would bypass blind -Added a Levitate variant animation to Kye's Haggle skill -Increased the size of Nevero enemy troops -Changed the icon for burning in Kendra's Premonition results
The Timeless Tyrants expansion is now live! It introduces a whole new race to play in addition to a ton of other things. Let's take a look!
The Ardyn Race
Senectia
The Ardyn are a completely different race from Humans in pretty much every way. The main difference being that they don't need food or water to survive. Instead, they age much faster than all the other races. For them, every hour is equivalent to one day of aging for normal entities. This means that they die of old age (Senectia - an aging disease unique to their race) much faster.
They prevent themselves from getting old through a process called retroanimation. Retroanimation takes the life-force from one entity and gives it to the Ardyn, stealing their youth to keep the Ardyn young. This requires the Ardyn to constantly need to maintain large populations of captured entities to survive. Many other races fear the Ardyn because they ruthlessly hunt and capture all living things.
Reproduction
The Ardyn also differ from Humans in how they reproduce. They can have companions but they don't procreate with a partner and spawn offspring. Instead, when an Ardyn dies, their bodies can be turned into Astrasomes. These organic seed-like pods are used to grow a plant called a Chronoblast. Caretakers of Chronoblasts must feed them life-force to help them grow, and when they are mature, they produce one adult Ardyn settler.
Ardyn Rooms
There are three new rooms for the Ardyn to use. These can only be unlocked by having an Ardyn settler.
Astralarium
This is the main fabrication room. It is where Ardyn workers can create items like Astralite, Astrasomes, and Nyctium. As mentioned previously, Astrasomes are used to create more Ardyn settlers, but Astralite and Nyctium are mainly used for constructing things.
Astralite
Astralite is a dense material that is the biproduct of Nyctium being fused with the life-force of an Ardyn. It is extremely valuable because of its difficulty to make and is often used to make advanced containers like Astracubes.
Nyctium (and the Nyctoid plant)
Nyctium is an organic material that is heavily used in Ardyn construction. It is unique in that it can only be harvested from the Nyctoid plant (more on that later).
Somnic Pools
The Somnic Pools are where the Ardyn use retroanimation on entities to remove Senectia and make themselves younger.
Hortichron
The Hortichron is where Chronoblasts and Nyctoid plants are grown.
Nyctoids
This plant is grown by Ardyn Technochrons (weavers of time) to produce the rare material, Nyctium. It requires the remains of an entity to be planted, and, over its lifetime, must be fed life-force by the Ardyn farmers.
Production Window
With the Ardyn basics covered, let's talk about some improvements that have been made to the various windows and UI elements.
The production window and room edit windows have been merged into one. And the three main functions of auto-jobs, room owners, and stockpiles can all be edited from here.
One change that I think makes things much clearer is that the jobs are now immediately placed in the room, and no longer queued by default. If you manually add a job, it will be placed in the room. However, this can only happen if the requirements are met. Manually added jobs that don't have a workstation to be placed at will be queued like before, and will auto-place on the workstation when it's free.
Lots of work has been done to better communicate job requirements. There are five main areas of requirement:
Skill - i.e., Carpentry
Items - i.e., 2 wood logs
Blocks - Where the job is done. i.e., Workbench
Worker - The one doing the job. This may require a race, status, or intelligence type. i.e., Human, with Tired (Status), with Sapient Intelligence.
Subject - The one being used for the job. i.e., The victim of retroanimation. This can have the same requirement specs as Workers. (seen above).
Job Scheduling
You can now specify the hour and season jobs get created. This could be handy if you only want people to farm certain crops in winter, while switching over to something else for spring.
Room Stockpiles
I've added four new features to this window:
Stockpile Priority
This lets you make stockpiles a high priority if you want items moved their first.
Item Prohibit List
This lets you specify items that you don't want in a stockpile.
Min/Max Settings
This lets you choose the min amount of items you want in the stockpile at all times, as well as the max amount. The settlers will do their best to keep the item inventory count in between these values.
Hauler settings
This lets you see who's hauling items to the room's stockpile and also gives you the ability to edit which entities are used as haulers.
Tracking, Notifications, Designations, and Control Groups
You'll notice a couple new buttons on the HUD (as if we needed more!) which are intended to clean up and organize some things. The inventory button has also been moved over there. I'm trying to group these various buttons together based on functionality. So, the buttons on the top-left are grouped together because they all open up 'tracking' windows. Whereas, top-right is utility windows, bot-right is toolbars, bot-left is overlays.
Let's take a look at the new buttons/windows:
Tracking
I've added a new window for tracking stats on the top bar in the HUD. There are five types of stat to track up there:
Items - "3 Carrots"
Item Categories - "3 Raw Foods"
Races - "3 Sheep"
Statuses - "3 Hungry"
Control Groups - "[1] 3 Entities" (1 is the hotkey)
The top bar didn't have a localized place to manage these things, and I felt like it was time to add something to help with confusion. Also, there's no longer any limit to how many can go up there.
Notifications
I did a huge pass on notifications to make things a bit clearer. With work and attacks especially. You can hover over each notification to get more info which is great to understand why your entities might be doing more or less output when mining. I plan on adding more notifications in general to help communicate various things, so feel free to let me know if you'd like to see any added.
Designations
This is the panel you normally see when you open the jobs or rooms toolbar. I want to expand upon this window some more, but you'll notice the addition of a linking button. This lets you toggle whether the window opens when the jobs/rooms open. Helpful if you don't always want this window to open with jobs/rooms.
Control Groups
As you can see, I've removed the far right control group buttons and put those into their own window. You can edit and view control groups just like before from here.
Character Appearance Upgrade
Characters now show the items they have equipped on their sprite. So, if you deck out an entity in full rutile armor, you'll see a little red settler running around. If they have a pickaxe equipped, you'll see this on their back.
Skill Defaults Window
This is a new sub-window that is part of the Settlers window. Its purpose is to let you specify which skills start enabled when an entity spawns. So, for example, if you want new Void Woken summons to not have mining on, you can set that here.
Modding
Ok, I put in an absolute ton of work into this for the update. In fact, I completely changed how the game's data was handled to allow for modding. Before, everything was part of a big ol' JSON text file. Yes, this let you mod but it was really not fun. It also made it impossible to have multiple mods at once. Now, all the game data is represented by Unity's scriptable objects. I've also expanded my build pipeline to export a separate Unity Project which houses all of the scripts and data required to make these. This project can be accessed by anyone through github. It can be used to create and edit the data which can then be built and used as a mod. All the modder needs to do is put this data into the Mod folder in the game's folder, and the game will try to use this new modded data. Either overwriting old data, or adding it into the game.
One thing I still need to add to the mod pipeline is the ability to have multiple texture atlases. Right now, if players wanted to have multiple art style mods, that wouldn't really be possible unless, the art mods were all from the same modder and they created just one atlas. As soon as you have multiple different modders with their own atlases, it won't know which ones to use. But, that's definitely on my to-do list! :)
You'll notice a new room called Region in the production window. This room represents the entire map, and it houses all of the core jobs that entities need to create in order to do basic jobs to survive. For example, eating and drinking can be found here. Players won't really need to edit these jobs, but I wanted to surface all of these to players to make sure things are clearer. Before, all of these jobs were created under-the-hood, and it was tough to know what requirements were used to create them. Now, you can see all of these from Production.
Tavern Room
It's time to re-enable this room as I am starting to feel like it has an actual purpose. That is, to improve the spirits (heh) of the masses. Right now, the Tavern has one job you can give it, and that's, "Relax With Drink." Entities will grab a drink, and go sit at a seat in the tavern, and refill their Will (happiness). I'm going to add a bunch more little jobs for this room. It won't just be this one job. But this is a start! There are even plans to have travelling bards which could come and play at your Tavern, but that's getting ahead of myself.
One thing about tuning I'll mention related to this. Alcohol no longer has the same buffs as things like water. Alcohol now provides a smaller thirst buff, a negative energy buff, BUT increases happiness for a time.
Hunting Grounds Room
Much like the Tavern, this is the early stage of this room. For now, it provides one job which is the automation of capturing entities in cages. I will soon be giving it the added job of having hunters actively hunting prey and the sort.
Workshop Room
The Workshop is a new room which provides job automation for the most rudimentary of jobs out there. Those jobs that don't really have a specific profession or skill that can be associated with them. You know, making coal, wicker objects, and, oh, I don't know, BONE ARMOR!
Yep, you can now unlock bone armor from the War tech tree. I will be adding more bone items soon!
Prison Cell Room
You'll notice their is a new faction (much like player, neutral, hostile) called 'captured'. This faction is applied to, you guessed it, captured entities from cages. It has all the same functionality as the player faction, however, captured entities will try to stay in their designated rooms AND will only eat/drink from those room. Make sure to keep those rooms stocked with food/water so your captured entities can eat/drink.
As well, factions can be used to limit room occupants. The prison cell is one such room that uses this setting to determine occupants. You can edit this faction setting from the Room Edit Window.
The Prison Cell is pretty much the equivalent of the Animal Enclosure, but for Sapient entities. Pretty soon I'm going to add some deeper mechanics to how captured entities react to their situation. And how they are housed in cells will play a big part into whether they choose to join you or try to escape or get sick, etc.
Integrating Captured Entities
There's a new job, "Integrate As Citizen," which lets you convert captured sentient entities into full citizens. This coincides with a slight naming change for the research skill. This skill is now called writing. I made this change because I feel writing can be more broadly used than research. For example, the aforementioned integrate job requires someone with the writing skill to draft up the documents to make the captured prisoner a citizen. Captured, sentient entities are given permission (lol) to have relationships, change profession, and unlock their technology in the Saga window. But, keep in mind, they need to also be happy! So, make sure they have a bed to sleep on and, hey, maybe let them go to the Tavern for a drink every once in a while?
Apothecary Room (And Bonus Alchemy Skill!)
You can now unlock the Alchemist profession, and the Apothecary room in the Saga, cooking tree. This is very, very early days for alchemy. I have so much planned for this profession. I will be introducing strange and unique diseases to the game soon and the alchemist will be a big part of fighting those afflictions. As well, and this is far down the road, I want players (perhaps the more sinister ones) to be able to infect other kingdoms with diseases using their alchemists and merchants.
For now, I've added two items to make here. Health Potions, and Sablixian Tar. Also, you'll notice the new item category, Potions. Health potions can be used to heal wounded entities, while Sablixian Tar is a rare refined material that is created with Sable Chunks. It is used by the resurrection process, but will also be used by maaaany other dark magic focused things in the future.
I want to also add the ability for entities to hold types of items for quick use. For example, in uniforms, you would be able to tell certain entities to hold, say, potions. That way, in combat, they could quickly consume a potion instead of having to go to the alchemist for healing. I'd also set this up for food and drink items to be quickly consumed.
Resurrection
You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out some of their uniqueness. Magic isn't intended to be this easily obtained thing. It's supposed to be difficult to achieve. Unless, of course, you're the Ancients and have thousands of years of mastery to work from. Don't worry, I'm adding much more stuff to the Arcana tree.
The first of these additions, as you'll see, is the Dark Magic I node. This introduces a new job (done at the Arcane Study) which lets summoners resurrect entities. This required the addition of some new code to assign more unique information to items. Later on, I want players to be able to edit this information and make their own unique items, but, for now, it is being used by entity remains to connect an entity to an item. For example, a Human remains item having the information for the Human that created it. These remains can then be used to resurrect that past entity.
Resurrected entities have all the same stats as their previous selves, with the exceptions of a few things. They don't get hungry, thirsty, or lose energy, but they also don't naturally heal, or procreate. Now, they will still die from old age, but I'm a bit on the fence as to whether this is good or bad. The intention is to keep Ardyn players from cheesing this ability to have an infinite supply of resurrected bodies to retroanimate. But, who knows, maybe I'll change this down the road based on feedback.
Lastly, coffins and tombs will keep remains from decaying. I think I'm going to add some sort of graveyard/tomb room soon to make it easier to organize and stockpile the dead into coffins and such. For now, you can use a regular old stockpile with just remains enabled to have them carry the remains into those props. They are a great way to preserve the dead for later resurrection. >:)
New Music
Matt Creamer, our wonderful composer, has created five new tracks for the game. They are amazing and I hope you enjoy them as much as I do.
Archenthrall
This is a new status that can be applied to Ancients. It makes them extremely powerful, but it does make them less effective in void crafting and summoning. It's essentially a rage-mode for Ancients. Keep in mind it cannot be reversed!
New Props/Blocks
I added quite a few things to the various material types. I didn't get to add all of the ones I wanted, but you'll notice a few new things. Check them out in the Saga window the next time you play. :)
Next Steps
I'm going to spend a small amount of time responding to any fixes which arise from the beta going live, but I have many fun things to work on going forward. My main goal will be to add the Gwdir race. They are going to be fun to play and I'm excited for you to see them in action. Additionally, I want to add a bunch of new entities to the game, including some bugs (The animal. We have enough of the other thanks!). The Apiary room is definitely on my list. Lastly, I want to update the overworld map to have some kingdoms and additional options for players to interact with them. As you can see, big plate of work for me. But I'm stoked! Hope you are too.
I'd like to take a sec to thank everyone that has supported the game with reviews, left feedback on the various forums, and helped report bugs in the beta. I really cannot stress how important you all are to this game. So, thank you very much. I appreciate you all.
We know that you cannot wait for the day when the release will finally come, and we do too! But to share with you our final results, the whole process takes time and work. Of course to not keep you waiting in futile anticipation, you can watch the preview gameplays on YT to see how much progress had been made.
And to prove you that we didn't waste time, just this week we:
fixed some crashes and bugs and improved few visuals, added some sound effects.
Other than that:
pressing CTRL detects interactions for all tools instead of like until now – just the selected one + hand
hidden quests are now displayed in the log as "???" to give the player a sign that if they look for it, they will still find the quest on the map
added location tags for phone, containers and stores
automatic change in the mission panel (top left corner) to the next mission type if the player has just completed the last quest from the open category. For example: last side mission got completed, so it will switch the panel to side missions, so you don’t have to spam "U".
added rotation of ceiling props (lights)
This and more ahead of us!
Hope that our transparency will be as informative for you as we want it to be. Again, we thank you from the bottom of our heart for your support and patience. Your kind words and patience really help us push through any obstacles and issues that we come across.
We also encourage you to add the upcoming WW2 Rebuilder to your Wishlist.
If you've tested our game before, the current playtest should feel very familiar. However, this version will include expanded story content and freedom to roam.
You can give us feedback both through the ingame menus and on our discord channel (link below), where we’re happy to answer your questions as soon as we’re able.
For now we're planning to keep the playtest open until Monday 21st November.
As usual, we recommend you follow us on twitter, where we post progress updates and behind the scenes content regularly.