Disclaimer: Features discussed in this post reflect what is currently under development and not necessarily what will be shipping with the next test. Anything mentioned below may change at any time due to the experimental nature of Pre-Alpha development. Nothing mentioned here should be taken as a promised feature or addition to the eventual game.
Large Worlds Prototype
Several Devblogs ago we talked about the Large Worlds Tech we were developing to simulate a vast online world distributed across many R2 server instances. While this technology is still under heavy development, we are finally ready to roll out the initial prototype to the Pre-Alpha which means that the next test will feature a brand new world map.
The new map will be roughly 8 times the surface area of the test map used in prior tests. The simulation and networking will be split across two R2 instances with a virtual border dividing the two "regions". To get a sense of scale in this map, there are approximately 100,000 trees in this world and all of them can be interacted with and chopped down by a player. While the map used in prior tests was temporary, this new map will form the basis of the actual world of Calligo. The new map layout can be seen below. Remember that this is just one small section of the eventual world.
As this is the very first prototype of the technology and map, the experience in the upcoming Pre-Alpha tests will feel much rougher in terms of the world and environment. A lot of technical features we were previously using didn't work (e.g. Water) with large worlds so we had to rebuild them from the ground up. Expect a lot more visual issues, landscape bugs, and problems with the new map compared to the last few tests. While travelling across the virtual border is functioning, the experience is rudimentary and there are a lot of edge cases that aren't handled yet.
Husbandry
A new animal breeding activity is being introduced, which can be used to produced new Horses. Breeding requires the construction of a Stable. Two adult animals of the same type must be submitted to the Stable to initiate the process. If animal feed and water are provided regularly, after several in-game days there is a chance to yield a Foal. Foals can be raised in a Stable into an adult at which point they can become a productive part of the settlement.
Like many other features currently in development, the intent is to have a basic framework that can be expanded upon in the future. With husbandry, we are aspiring to have various combinations of adults yield different types of animals with unique attributes moving forward.
Donkeys
Alongside breeding, a new animal is being introduced: Donkeys. Donkeys are basic in functionality right now and behave similar to Horses, but the plan is for them in the future is to be useful for transport and performing other labour such as providing power through an Animal Mill.
Animal Mill
Power infrastructure can currently be built in the form of Aqueducts and Canals. Animal Mills will provide a new form of power that requires either labour from Donkeys. The mill can be driven by up to two animals. When both slots are occupied the maximum amount of power is generated. When Donkeys are not available, players themselves can drive the mill manually.
House Area
When building a Settlement from scratch, there is a progression and sense of direction for the founding players. However, when joining an existing Settlement it can be a lot more unclear on how to progress or contribute as a citizen. There are two new experimental features being added to help give such players more agency and focus so they can establish themselves within a village or town.
First, House Areas allow individual players or small groups of two or three to own a small piece of property within a Settlement where they can build structures, park vehicles, and store resources. Within this area, players are free to build equipment like Anvils and Sawbucks or run a small farm. This allows citizens to invest in a role and produce materials or equipment. These resources can then be contributed to the Settlement using the new Local Exchange.
Local Exchange
The second experimental feature is the Local Exchange, which enables players to share items within their Settlement in a fair and secure manner. Supplies can now be submitted to a new communal inventory available at the Settlement center (e.g. Gathering Pit) in exchange for Local Coin. Such items can only be retrieved by other players by spending Local Coin. This allows players to dedicated themselves to producing certain items and then trade them locally for supplies made by other players.
It's important to note that House Areas and the Local Exchange are highly experimental features that may be heavily redesigned, replaced, or removed in the future. These two features are intended to improve the experience for players joining an established town and may not be as relevant for Settlement founders.
Be sure to add Anvil Empires to your wish list on Steam. If you want to join the community, head over the to official Discord server or Subreddit.
Global bonuses from spells are now shown in gold to make them easier to notice. NOTE: Global bonuses are kept for the rest of the run, even if the spell is replaced or lost.
You can now access the Demon Summoning menu from the Compendium, including during a run (but you can't modify demons during a run).
Tooltips now work in menus, and some missing tooltips have been added.
Keyword tooltips have been added for Recovery Orb, Demon Summoning, Demonic Choker, Global Bonus, and Extra Stat.
There is now a compendium section for Keywords.
Spell Changes
Illegal spells now gain 1 bonus level when learned. NOTE: Remember that you always keep Global Bonuses. When Illegal spells are auto-levelled on learning them, it includes their level 6 Global Bonuses. This means you can get them more than once by switching an illegal spell back and forth, or build up a variety of bonuses by transforming across many diferrent spells.
Meltdown's armor reduction aura boosted from -2 to -7.
Meltdown's level effect now grants a global bonus of -7 Armor to demons within your Light Radius, instead of setting the armor reduction aura to -13.
Throne of Darkness level 6 bonus changed from "Demons in Spell Area are Slowed" to "Effect against demons in your Light Radius: Movement speed -13 (Global Bonus)".
Blood Spark now grants "Recovery Orb Drop Rate +25% (Global Bonus)" at level 6.
Toxic Blizzard now grants "Illegal Spell Damage Multiplier +25% (Global Bonus)" at level 6.
Shrinkage now grants "Damage Reduction applied to Freeze Duration: +50% (Global Bonus)" at level 6
Indra's Sigil now gains 1 secondary projectile per 50% Crit instead of per 100%.
Thunderswarm's Base Damage per Chain increased from 3 to 5.
Thunderswarm's Global Base Damage per Projectile at level 10 increased from +1 to +2.
Other Changes and fixes
Strong Hellhounds (the ones that dash) are now slowed more when Frozen. The description of Freeze has been changed to be more accurate to how it actually works (it is a slow that can hit 100%, not a binary can/can't move).
Fixed a crash and performance hit caused by too many treasure chests being onscreen at once.
Pickup Range and Knockback have had their positions corrected on the stat display
New achievements for the recent added content will be coming in a future update!
No long wait between news bits this time! We're working hard to make updates and market Cricket: Jae's Really Peculiar Game!
Let's hope this update adjusts your feed like a grenade from Charlie! Speaking of which, they are the subject of our post this month!
In battle, their function is to throw items and inundate the enemy with status effects, while giving the team tremendous buffs. Their duo and trio attacks with other team members make maximum use of their capabilities. They have pretty good defense too, so they can even be at the front of battle!
They also have a robot dog: Dooders! He will be helpful in battle in various ways, such as being a weapon, or making status effects apply to entire teams!
As useful as they are, they suffer from imposter syndrome and seek the validation of others through their work output, what's that about? Play when the game comes out and find out!
As for other updates, we will be showing A LOT more very very soon, with a huge update coming around Fall, look forward to it!
Got questions for us? Comments? Feel free to comment in this post or discuss on the Community page here on Steam!
You can also follow us on Twitter! Or if you're on the Threads thing.
And of course, if you haven't wishlisted, consider doing so, it helps us a ton!
Enjoy some concept art of Charlie while you're here!
Happy 15 years of Critter Crunch! đđ⨠We canât believe itâs been that long since it came out on iOS⌠Thank you to everyone who has supported our game and our precious long-tongue boy!
While the Steam version is not the iOS version, we still wanted to give love to our community! It is still on sale for 86% off as part of the Steam Summer Sale until July 13th đ Buy it again, buy it for a friend, your family, maybe even a stranger?
And to those that have it and played it, and even continue to play it to this day, please know we appreciate you immensely! đ
The Vizier's Rock sewers raid is wrapping up! Visit Vizier's Rock by casting the Vizier's Rock teleport spell (available at level 25 magic, using 10 air runes and 5 fire runes), then head to the trapdoor in the north-east corner of the city.
Wrap up most of Vizier's Rock sewers raid (just needs drops)
Fix broken, OP debuff calc in Gravity
Don't apply gravity to peeps with no clip set
Support translucent water
Fix issue with pathing when target tile is unreachable when engaging in combat
Improvements to line of sight calculation during combat
Increase zweihander attack speed (from 3.6 seconds per swing to 2.8 seconds)
Improve attack distance calculation when monsters engage in combat
Allow particles to spawn in an absolute position in a map, rather than always having to be attached to an actor or prop
Fix some typos in Restless Ghosts tutorial and spell descriptions
Help us test the fixes, changes, and improvements coming to The Elder Scrolls Online with Update 39, now live on PTS!
The Update 39 base-game patch is now live on the Public Test Server (PTS) and can be accessed by players via the PC/Mac ESO launcher. This base-game update includes a collection of bug fixes, balance changes, and improvements for all ESO players. If youâre interested in helping us test everything associated with Update 39, we invite you to join us in the PTS environment!
To access the PTS, head over to the Settings menu located within the PC/Mac ESO launcher by toggling the âShow Public Test Environment.â You may then download and access the test environment. Please remember to leave feedback and report any bugs you discover by typing â/feedbackâ or â/bugâ through the in-game chat.
If youâd like to learn more about what to expect in Update 39, be sure to check out our recent ESO Live show and the PTS Patch Notes on the official ESO forums.
Are you excited to preview the changes and improvements coming with Update 39? Let us know via Twitter, Instagram, or Facebook!
The Elder Scrolls Online Update 39 arrives August 21 on PC/Mac, and September 5 for Xbox and PlayStation consoles.