Hey everyone, work is progressing well and I have a load of new things for this blog.
Improved Missions
I've almost completed the updates to the mission system. I now have a bunch of mission types that are "repeatable" as well as custom hand made ones. This is the final part of the mission system as I am happy with it now, it should give me everything I need to make a whole bunch of missions as well as enough customisation to add new ones in the future.
AI updates
AI is getting more updates, ships now deploy drones or fighters and activate/deactivate any modules they need during combat. As well as better control over their modules they also now prioritize targets depending on the target distance, shield/armor, ship class and threat level. The AI will also now work with their wingmates more, allowing them to share targeting information and keep each other in range.
Minefields
Mines! I've added Explosive and EMP mines into the game, they currently spawn in clusters inside Debris field sectors. The AI will automatically try and avoid mines but your ship won't, so that's up to you. I'm working on mines being a defensive option for outposts, with mines having a friendly/hostile system so they don't blow up your own allies.
Dumbfire projectiles
There are currently 3 types of projectile in AQ2, "instant hit" like railguns or pulse cannons, "homing" like swarm or missiles, these track their target and move towards them over time and now "dumbfire" these are projectiles that move along a straight line over time. Dumbfire projectiles will also have collisions with things like asteroids and other ships, so although they are powerful, using them is risky as they can hit other ships that might fly into range. I have not quite got this system right yet, so I might be amending how they work. I do have some concerns about accidental attacks, I will give more information on this once I have played with it more.
Ship collisions
Something I've been wanting to do for a while is ship collisions, I've had collisions and avoidance working with static things like asteroids for a while but doing it to all the moving ships has been too heavy on the server. But, I've managed to optimize it to a point now where server performance should not be an issue. All ships now have collisions with each other ( no ramming sorry, that isn't possible yet ), they will also try to avoid each other with smaller ships having more avoidance when near larger ships. This stops ships overlapping in battle and is visually much nicer, fighters moving out of the way for larger ships and titan ships just plowing their way through other fleets is looking really good.
Trade Information
With the corporation building system coming along well I've been adding in-game information on the trade routes being used, now you can visually see the flow of trade between sectors and get an overview of the resources moving around. This information can be used to locate profitable trade routes as well as guide Corporations on what new auxiliary buildings they might need to exploit the current demands.
Major Events
I'm about halfway through the first major event, an Incursion. These major events will be run periodically, with different leaderboards depending on the event type. The first event I am working on is "Incursion", during this event new sectors open up around the galaxy with pirate bases, each sector will have its own difficulty and spawns. The objective is to fight back against the pirates and destroy their bases to stop their ship production.
Patreon
If you're interested in supporting the development of AQ2 I have a Patreon page, everyone's support is really appreciated and this can really help development. You can find it here: https://www.patreon.com/aq2expanse
Thanks for reading and I hope you like the new features!
A#10 Residue Auto buy will now use the Total Residue created this Ascension allowing to use the current one without being penalized.
Brewing Level now run at 20 per seconds.
Fixed:
After my recent offline change it seemed that Worm Poop, Milk & Residue were 5x slower offline. Brewing level were also going 2x faster. All those should be more or less back to normal offline (it's the hardest part so expect it to never be 100% accurate).
Cosmetic from World 7 weren't accurate when selected in the list.
Item Comparison had some color issue with T15+ due to the upgrade Bonus on rarity.
In this video, I will introduce the most exciting features of the first major content update for RAIDBORN. It will be available on 26th May 2023. For the full list of changes click here (available when the update is live).
Look forward to the following WEEKEND EVENTS from Friday to Whit Monday: Crazy Mushroom Harvest, Glorious Gold Galore, Fantastic Fortress Festivity, Forge Frenzy Festival, Epic Shopping Spree Extravaganza & Days of Doomed Souls. Pet collectors! You can find earth pet 16 during the event!
I decided to take the initiative in my hands and teach my friend how to ride on my back.
It wasn’t easy! My friend had never ridden on a pig's back before and wasn't sure if it was safe. But I was certain that I am a skilled pig and that it will be just fine.
My friend hopped up onto my back, gripping my bristly fur. We started out slow, with me walking around the farm, carefully balancing my friend on my back. But soon, it got boring and we started to pick up the pace. I am telling you, the speed was there! Paraphrasing the classic - Need for Pig!
It’s not the end of the story, though! We ran through the fields, jumping over obstacles and dodging trees. We soon came across a muddy pond, and I knew what to do. I took a deep breath and charged straight into the mud, My friend holding on tight.
The mud was thick and sticky, and it was a struggle to make our way through. But we were determined to reach the other side. At last, we emerged on the other side of the pond, covered in mud but exhilarated from our adventure. My friend thanked me for such an incredible experience, and I was grinning from ear to ear.
I think we will do it more often and I can’t wait to run around to discover new parts of the farm!
Have a great day!
Oink, oink! Peter
Follow us on social media to stay up-to-date with the latest news, tips, and insights about Everdream Valley! Here's our Discord, Twitter, Instagram and TikTok!
The focus of our first Dev Journal will be on the transformation of Lumia Island. Other games may feature a few different maps which keeps things fresh and fun. However, Eternal Return only has one map, and while the map and terrain are very important elements, they haven't been changed very much since we first released the game almost 2 1/2 years ago. During that time, we improved the background art a bit and added some objectives, but that was it. Now we've really focused on doing large-scale changes for official launch in July.
There are quite a few areas on Lumia where you move for a while without any action. There are many buildings currently on the island that you cannot enter, and by going around these areas, your walking distance becomes even further, which means some game variables will occur even less. So to make it like a real Battle Royale map, we wanted to expand the inside of the map a bit and open up the blocked spaces to make an even wider area of play.
We've added interiors to a lot of the previously unenterable buildings. These new additions were added to a total of 3 different areas. Routes between the areas have also been improved, and accessibility to previously unutilized areas has increased. In addition, we've also divided some areas into two to make the area of play even wider. There will now be a total of 20 areas to explore.
(Yellow areas: Additional areas that will be available to play)
New Areas to Explore:
Dock: Dock and Warehouse Pond: Pond and Stream Alley: Alley and Gas Station Avenue: Police Station and Fire Station Here's an example of the future change of terrain.
First, you can now enter the bookstore in Alley and the area to the right of the bookstore will offer more movement flow.
The area with the most significant change is Avenue within the line of Construction Site and Police Station. The new, expanded area is much wider and offers more varied routes, which almost makes it feel brand new! The inside area of Construction Site is very large, and now offers an important connection to Alley-Temple, which was once a long, oneway path.
If you look at the left side of the screen, we added a path to the back of Construction Site in the house where the two wolves spawn.
The inside of Police Station has been expanded and the parking lot to the back of the building now directly connects with the well of Temple.
If you zoom in to the back of Police Station,
buildings within Gas Station (previously Alley) and Fire Station (previously Avenue) now have interiors as well. The previous route between Alley and Avenue was very long, but by subdividing it into new areas and opening new buildings, play area has become much larger and the direct route between the areas has become much shorter.
Next is Dock. The Dock area has been split into Dock and Warehouse and lots of new terrain has been added.
In Warehouse, you can enter the lower building and the left of the bear's nest.
The Dock area has expanded near the ocean and a small building has been added. You can also now enter previously locked buildings. However, movement to the dock itself is still blocked.
The large factory in the center of the Factory area can now be entered. This will make play more diverse as you can now move up and down within the factory itself!
One house in Uptown is now open as well, and just like in Factory, you can now move up and down, which provides a connection to other paths.
So far, you've seen about half the map changes that we've made to Lumia Island. When we first started the engineering process, we were worried that opening up buildings would cause a huge headache. In some cases, expanding some areas by 15% didn't seem to make much of a difference.
However, internal play tests showed more than we could have ever imagined. Of course the areas grew wider, but the terrain became much more varied, which means modes of attack also became much more diverse compared to the previous. Depending on the character, previous tactics were more straightforward. Now you can use vision to get around, go for more surprise attacks and jump over walls, or even break through walls to sneak attack!
Today's Dev Journal focused on the more engineering side of map expansion. Of course we want to make the playable area even larger, but our main goal is to improve the play movement and flow. There have been many changes to the connecting routes between areas. These will be covered in more detail in “Lumia Island - 2nd Update”.
See you next Dev Journal!
Thank you!
Eternal Return Team
You can get WP from the Dev Journals on our web event page.
Web Points(WP) are event points that can be obtained and used throughout the Season 9 web events