Learn more about the various editions of The Elder Scrolls Online: Gold Road and discover which version is best for you!
The Elder Scrolls Online: Gold Road
The Elder Scrolls Online: Gold Road Chapter launches June 3 for PC/Mac and June 18 for Xbox and PlayStation consoles. In this exciting new Chapter of the ESO saga, you must investigate the schemes of the followers of the Forgotten Prince Ithelia, explore the new West Weald zone (including the city of Skingrad), and customize unique skills to your liking with Scribing, an all-new game system.
Are you excited to begin your adventure and experience a multitude of stories from across all of Tamriel before Gold Road’s launch in June? Pre-purchase either The Elder Scrolls OnlineCollection: Gold Road or its Deluxe edition to get immediate access to the ESO base game and all previous Chapters as well as a bounty of in-game collectibles.
When you pre-purchase The Elder Scrolls Online: Gold Road, you will immediately receive the Welkyndstone Ruins Wolf mount and Welkyndstone Ruins Pup pet*. In addition, you will gain access to the following bonus content at launch:
Eyebright Raven pet
Strid River Fisherfolk costume
x1 Diamond Anniversary Crate
Gold Road Treasure Maps
×2 Experience scrolls (+100% for 1 hour)
Gold Road pre-purchase rewards
Please be aware that the Welkyndstone Ruins Pup pet is available as a pre-purchase reward only from now until March 18, 2024, so don’t miss out!
Choose Which Edition Best Fits You
When pre-purchasing The Elder Scrolls Online: Gold Road, you can select from two main editions:
The Elder Scrolls Online Collection: Gold Road
This includes the Gold Road Chapter (available at launch in June) and immediate access to both the base game and all seven previous Chapters (Necrom, High Isle, Blackwood, Greymoor, Elsweyr, Summerset, and Morrowind)
The Elder Scrolls Online Upgrade: Gold Road
Includes the Gold Road Chapter (available at launch in June)
If you’re a fresh-faced adventurer and new to the grand world of Tamriel, or if you’ve missed some of the previous Chapters and want access to them all, then the Collection edition may be just what you need! In addition to receiving access to the base game and Gold Road, you can also experience each of the seven previous ESO Chapters in whichever order you deem fit. Hundreds of hours of exciting exploration, daring quests, and thrilling adventure await!
For our veteran players who already own the previous Chapters, we recommend the Upgrade, which will unlock the latest Chapter when it arrives in June.
In addition to the basic Collection and Upgrade versions of Gold Road, you can also get a Deluxe edition for either, which includes the following exclusive in-game rewards that you can access at launch:
West Weald Tharriker mount
Skingrad Guard Mastiff pet
Skingrad Vedette Armor Pack
Ulfsild’s Tome of Legends memento
Colovian Emote Pack
Deluxe Edition items
Even better, if you purchase the Deluxe Collection version of Gold Road, you’ll also receive the Collector’s/Deluxe edition rewards from all previous ESO Chapters (this does not include the previous pre-purchase rewards). It’s a bargain so enticing, you’d think Clavicus Vile came up with it!
You can see a complete list of each Gold Road edition and what they contain below. <h3>The Elder Scrolls Online Deluxe Collection: Gold Road</h3> The Elder Scrolls Online Deluxe Collection: Gold Road includes immediate access to the base game and all seven previous Chapters (Necrom, HighIsle, Blackwood, Greymoor, Elsweyr, Summerset, and Morrowind) in addition to the Gold Road Chapter in June.
This edition also includes these Deluxe rewards at launch:
West Weald Tharriker mount
Skingrad Guard Mastiff pet
Skingrad Vedette Armor Pack
Ulfsild’s Tome of Legends memento
Colovian Emote Pack
Additionally, you’ll gain access to the Collector’s/Deluxe edition digital items for all previous Chapters.
Pre-purchase now to gain instant access to the Welkyndstone Ruins Wolf mount and the Welkyndstone Ruins Pup pet* as well as even more awesome pre-purchase items at launch. <h3>The Elder Scrolls Online Collection: Gold Road</h3> The Elder Scrolls Online Collection: Gold Road includes immediate access to the base game and all seven previous Chapters (Necrom, HighIsle, Blackwood, Greymoor, Elsweyr, Summerset, and Morrowind) in addition to the Gold Road Chapter in June.
Pre-purchase now to gain instant access to the Welkyndstone Ruins Wolf mount and the Welkyndstone Ruins Pup pet* as well as even more awesome pre-purchase items at launch. <h3>The Elder Scrolls Online Deluxe Upgrade: Gold Road</h3> The Elder Scrolls Online Deluxe Upgrade: Gold Road includes access to the Gold Road Chapter at launch in June.
This edition also includes these Deluxe rewards at launch:
West Weald Tharriker mount
Skingrad Guard Mastiff pet
Skingrad Vedette Armor Pack
Ulfsild’s Tome of Legends memento
Colovian Emote Pack
Pre-purchase now to gain instant access to the Welkyndstone Ruins Wolf mount as well as the Welkyndstone Ruins Pup pet* plus additional pre-purchase items available at launch. <h3>The Elder Scrolls Online Upgrade: Gold Road </h3> The Elder Scrolls Online Upgrade: Gold Road includes access to the Gold Road Chapter at launch in June.
Pre-purchase your copy now to gain instant access to the Welkyndstone Ruins Wolf mount as well as the Welkyndstone Ruins Pup pet* plus additional pre-purchase items available at launch.
Confront the Forgotten Prince
The Elder Scrolls Online: Gold Road arrives June 3 for PC/Mac and June 18 for Xbox and PlayStation consoles. If you can’t wait to begin, pick up one of the Collection editions to gain immediate access to the base game and all previous Chapters. Don’t forget, all Gold Road pre-purchases will also instantly grant you access to the Welkyndstone Ruins Wolf mount and the Welkyndstone Ruins Pup pet*!
Are you ready to confront a never-before-seen Daedric Prince, venture across the chaotic West Weald, and delve into the mysteries of Scribing? Let us know via X (Formerly Twitter), Instagram, and Facebook.
The Elder Scrolls Online: Gold Road arrives for PC/Mac on June 3, 2024, and for Xbox and PlayStation consoles on June 18, 2024. Pre-purchase Gold Road now to receive unique bonus rewards at launch and immediate access to Welkyndstone Ruins Wolf mount and Welkyndstone Ruins Pup pet*. Don’t miss out!
*The Welkyndstone Ruins Pup pet is available only until March 18, 2024.
A new update is rolling out, and we are excited to share the improvements and additions that come with it. This update primarily focuses on enhancing performance, ensuring stability, and enriching your gameplay experience.
🚀 Performance Enhancements
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Optimization Overhaul: Various performance optimizations have been implemented across the game. These changes aim to provide a smoother and more stable experience, minimizing lag and framerate drops.
FPS Gain: With the new optimizations, you can expect a significant boost in FPS. Early tests indicate a minimum of a 20% improvement in overall performance!
🛠️ Fixes & Improvements
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Building System Strengthened: Codes for BuildingEntity, BuildingEntityManager, and BuildingSpawnerManager have been reinforced, ensuring a more robust building experience.
Attachment Reapplication: A fix has been implemented to ensure that attachments previously linked to building parts are reapplied correctly after a failed upgrade attempt.
Inventory UI Fix: Resolved an issue where the inventory button was displayed incorrectly after disconnection.
Placeable Decay Optimization: Improved the decay information update mechanism for non-IDecayable items, enhancing server performance.
User Distance Checks: Optimized how the user manager checks distances for connected users, reducing unnecessary calculations and improving server performance.
Sound Emitter Optimization: Disabled unnecessary sound emitters for certain objects, contributing to client-side performance gains.
VOIP Check Reduction: Reduced the frequency of user distance checks required for VOIP functionality, further optimizing client-side performance.
🧐 Debugging & Profiling
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Added debug profiling data to assist in identifying potential performance bottlenecks and opportunities for optimization.
📣 A Call to Action!
Your experience and satisfaction are what drive us forward. If you enjoy *Reign of Dwarf* and believe in the world we're building together, please consider supporting us with a review. Each positive review helps us immensely in combatting the recent review bombing and ensures that the true spirit of our dedicated community is represented.
🔜 Looking Ahead
Stay tuned for more updates and enhancements in the near future, including additional performance upgrades and exciting new content!
Thank you for your continued support and passion for *Reign of Dwarf*. Your feedback, contributions, and enthusiasm are the cornerstones of our community.
This new grid-based random-room system is going to allow for a crazy amount of unique levels, while still having handcrafted rooms, traps and challenges. The first version of these levels is the Lab setting, but I've got plenty more on the way (including a Missing No. version, which will smash all the different settings together into a weirdo franken-level).
Some gameplay of the new level system in action:
In addition to the level change-up, I've added some more upgrades and mechanics.
First up we have the flammability
Every monster and every object now has a flammability rating (as well as a "wet" rating, but let's stay on topic). This makes them less or more likely to catch fire naturally from environmental fire sources. The most obvious result: Set fire to some boxes, and watch enemies catch fire. Fun! The wet / flammable system is going to be developed further in the background with things like Water Bombs, Electricity Effects, etc etc etc
But this is also going to play into the rare-enemy mutations- some will be impervious to getting lit. Some will PREFER to be on fire and suffer no damage.
There's also a new Passive upgrade which turns any weapon you have equipped into a fire-variant. First level yields a 50% chance to ignite. Second level = Fire All the Time.
This combos in some interesting ways, especially with the Wifflebat, which has no real damage, but high knockback. It's designed to be used with all the projectiles in the environment, and if it has the fire-upgrade, these turn into flaming projectiles. Pretty fun!
New Passives
Plenty more on the way, but here are a few new ones
Tiny - Shrink your character down, and you can now hide behind any object (enemies will not see you). Normally you are hidden from view behind particularly tall objects, Tiny applies this to ALL objects.
Strong - Add a small Damage Up, and move all objects super quick!
HotSauce3 - Add Fire to your equipped weapon. Stacks up to 2x, with greater ignite % for each level.
Sharp - Small Damage Up to equipped weapon.
Unlockable Characters
As seen above, there are now silhouettes of new Characters, which will be unlockable through different methods. Right now we just have the Egg, which is unlocked by getting lucky on the Passive Upgrade drop - this will appear as a Green upgrade token. Once unlocked, the Egg will be permanently selectable in the upgrade room. Simply run into the character and it will swap. Each character will have different stats and unique abilities. Egg has low HP and speed, but higher damage and knockback added to any weapon. Plus he's rad!
Monster-Doors
I've been thinking of ways to slow the player down that didn't resort to just "wait until the timer completes", this wasn't very fun. So instead, doors have a chance to be yuckified with a Monster Door. These are immobile chunks of fleshy grossness that you'll need to destroy to pass. Initial version is the basic model, but there will be versions which can lash out, shoot projectiles, or alert the enemies of your location.
Exit Goal
Finding a fun exit / win-condition has been tricky, for now I've settled on the simplest : Every level has a number of Junk required to exit, which will be marked on the door. Collect enough Junk, you can safely leave. Easy peasy. Eventually this will lead way to a little boss fight, but for now, this is working out to be pretty fun and simple.
Bonus Level
Find a Secret Coin to access the Bonus Level! This will reward an additional random Passive Upgrade. I think I've talked about this already but here it is some more. Planning to add different types of Bonus Stages in the future as well.
Check Your Keybinds!
Especially if you're playing on controller, check your in-game keybindings. I've been experimenting with different control schemes and I've landed on, for me, the best version yet. Feel free to play around with what suits you best, but this allows for true twin-stick action, and feels extremely fluid once you get the hang of it.
Movement - Left Stick Aim - Right Stick Attack - Right Trigger Grab Object - Left Trigger Rotate Object - Right Stick Press Ability 1 - Left Bumper Ability 2 - Right Bumper Open Door / Use - Y / North Face-Button Stationary (Lock Movement) - Hold A / South Face-Button
What's Next?
Game is done! Congrats me!
Just kidding. We're only getting started!
Next update will bring in a different level setting, a new win-condition ("GET TO THE CHOPPA"), new enemies, upgrades, unlockable characters, and achievements. To be specific:
More Room Variants for Lab Levels,
Mansion-Themed Level is Next,
Overrun City to follow that,
3 New Enemy Types
More Monster-Door Types
Periodic Upgrades
[/b] [/list]
This is the general roadmap, really looking forward to you all playing this and letting me know what you think!
As always, greatly appreciate the support. If you'd like to leave direct feedback / talk about cool movies and stuff you're into / meme, we'd love to have you join our SUPER SMALL but SUPER RAD Discord Server.
● Snow footstep SFX when walking on snow. ● New setting: Enable/Disable wheel/tank tracks tracks effects on the ground. ● New mechanics for Arcade gamemode (disabled for Realistic gamemode): Revive. When playing a medic, you will now have the possibility to revive downed players (given they: Have not been shot in the head, have not blown up). Reviving a player takes 5 seconds, and the revived players will see its HP set to 30% of the max. AI will now spawn medics (5% of all infantry spawn rate) and they will revive fallen comrades! ● When doing some dogfighting, if you shoot at and hit an enemy plane, and after that the plane somehow crashes, you will get credited for the kill. ● Added Comet british tank with new armour and physics setup. ● Possibility to aim with direct or indirect fire for static guns (artillery/rocket launchers). New keybind to toggle this. Direct fire means the gun will automatically adjust its angle to hit where you are looking, indirect fire means it will move up with the camera, useful when the target is not within sight. ● Added Sturmpanzer IV Brummbar with new armour and physics setup. ● New armour types: Superstructure top, superstructure sides, superstructure rear, superstructure front. They have been implemented on elligible vehicles. ● 40mm Bofors AA gun to USA and UK.
CHANGED:
● You can now press CTRL or ALT to adjust flak fuse twice as fast as regular speed (when manual mode is ON). ● Improved planes 'crashing/falling from the sky' trajectory/look. ● In Frontline, when one frontline has multiple flag for one area, once a flag is captured, it will now stay captured and cannot be taken back. Meaning if step 1 has A and B and A is captured, only B is left, A cannot be taken back. Without this the game could last forever. ● Improved suspension behaviour on all land vehicles (more realistic, less rigid). ● SU-76M category has been changed from regular tank to tank destroyer. ● When aiming with self propelled guns, the gun will now automatically adjust its vertical axis for the projectile to land where you are looking with the camera. ● Ferdinand got a brand new 1:1 mesh collider :) Perfectly fitting its unusual silhouette. ● Normandy Fields loading screens. ● SU-85, SU-100, Ferdinand, Jagdpanther, ISU-152, SU-122, SU-76M, Tiger I E, Stug III G, Sturmtiger, Sturmpanzer Brummbar got new mesh colliders matching their weird shapes better than original colliders. ● Increased the modifier for projectile velocity for artillery by 5%.
FIXED:
● M3 Half track was not available for the USSR *sigh*. ● Rear wheel on Cromwell Mk. V spinning too fast. ● Tracks ground effects from vehicles in Winter were almost invisible. ● Angular velocity on casings (bullets/shells) was wrong (too little). ● Trying to aim down sight with some items/weapons that did not support it would make you stop sprinting (Shovel, Wrench, Syringe, grenades etc). ● Beans meat bits color/reflections. ● Potentially (at least I tried) fixed for good the issues with tracks effects on the ground. ● Bug when AI was picking up weapons from the ground. ● Fixed a bit the plane on plane crash killfeed messages and logic. ● Some GFX had their render being done BEFORE the fog was applied, and would be 'hidden' behind the volumetric fog. ● AI freeze/broken behaviour. ● AI broken armoured cars or any wheeled vehicle broken move behaviour. ● Trying to write a bug report while in game would trigger the chat. ● Autocannon on tanks were missing their UI icon. ● With automatic fuse setup when using flak, the explosion distance would vary several times per second. ● Hetzer not moving straight when simply moving forward. ● M3 Stuart was not available for UK. ● Not really any force applied when shooting someone who was immobile. They could sometimes simply stand still while being dead. ● Digging foxholes did not remove tree colliders. ● One AI seat swapping error. ● Deploy UI disappearing if you were looking at a spawnpoint to deploy at and the last unit got deployed before you were able to deploy yourself. ● Projectiles trajectory innacuracy. ● M3 Stuart had no fuel. Could not move. ● Sometimes when using auto flak fuse and having your aim distance to 50m (minimal safe distance) some random modifier would be applied getting the fuse even shorter, exploding in your face. ● Camera issue when dying while trying to aim down with infantry.
-added surfing. Surfing is essentially gliding, but when you are on the ground so surfing requires the gliding ability. When you are gliding on the ground, or surfing, you'll go faster, but more energy gets used.
Surfing is 2.5 energy per second Gliding is 0.1 energy per second
Try pulling up when surfing to start gliding and saving energy, then return to the ground to pick up speed and get some energy back. You can kind of move up and down like a sine wave to keep momentum and energy going.
-added edge detection option in Options. It puts outlines on objects past a certain distance. It's kind of like a toon shader. I left it off by default. Do you like it and think it should be ON by default? Let me know in the comments.
-added procedural grass option in Options. Turns the procedural grass OFF. Helps with optimization and performance on slower devices. At the moment you need to reload the level in order for the setting to take effect on that level. Once the setting is changed, other levels should load according to the setting.
-miscellaneous other bug fixes and art improvements
We are excited to share some news from our humble team.
Feast your eyes on the creation of our artists – the first animations with the scheming Veinte are ready! We had some troubles with the ass slap, but we're happy with the result!
Our artists had some difficulties with showing all of Veinte’s assets. We turned her this way and that, and now she's steaming in the hot banya – when she gets warm, you can enjoy some fun times together.
The hardest one to do, surprisingly, were not the lizards, but Miroslava. For some reason the widow didn't want to bend in a way that allowed you to see all the interesting parts. We're going to take some more time to play around with her, and then show you what we’ve got!
It took us a while to decide how to carve the idol that plays an important part in our story. According to the plot, it's enough to glance at it once for something to start stirring inside. Later, Veinte might use the idol in an… exciting way…
We finalised the main plot of the game. As we said in the previous devlog, there will be two storylines that will be parallel – the struggle between the heroes and the lizards and the widow that shelters Malsas. The storylines will have three points of intersection, and ultimately will decide the fate of the Hyperboreans.
Meanwhile, the dialogues are 25% ready!
While working on the game, we had some fun notions, and we'll build on them in free updates. There will be a cat girl telling fairy tales, and mermaids who haven't felt the touch of man for a long time.
Enjoy all that’s on offer with ESO Plus™ membership by claiming your free trial now available in the Crown Store until January 25.
Get More From ESO
The ESO Plus Free Trial is live from now until January 25, at 10AM EST. During the trial period, you can enjoy the following ESO Plus benefits with no credit card required and no strings attached:
Full access to over 20 DLC game packs—new zones, quests, dungeons, and more
Includes 26 group dungeons, new systems like Antiquities and Tales of Tribute, and more!
A Craft Bag providing unlimited storage for all your crafting materials
Double Bank space for all characters on your account
10% increase to experience, gold, and Archival Fortune acquisition, crafting inspiration, and trait research rates
Double furnishings and collectibles space in player housing
Exclusive ability to dye costumes
Double Transmute Crystal storage
Eager to check out ESO Plus for free? Here’s what you need to do:
Log into The Elder Scrolls Online
Navigate to the Crown Store
Select the ESO Plus tab
Select “Free Trial!”
Once you’ve activated your trial, all the benefits listed above are available to you until January 25. Note that this free trial does not grant access to the Companions from the Blackwood or High Isle Chapters. Get access to great DLC stories with ESO Plus
If you’d like to continue to enjoy the benefits of ESO Plus beyond the trial, including monthly crown stipends and exclusive in-game deals, you can get full membership via our ESO Plus page! Want to learn more? Check out our ESO Plus guide.
ESO Plus, Without the Cost
Boosts to XP and gold gains, additional bag space, DLC access, and more await those with ESO Plus membership, and you can get a taste of these boons with no credit card required and no strings attached during the free trial period.
The Transylvania Adventure of Simon Quest - ryan.rasing
It’s good to have an idea of the world and the “why” when you’re on your Transylvanian adventure! Get to know some of the lore of The Transylvania Adventure of Simon Quest (TASQ)!
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In the year 15XX, a once peaceful Romania was in unfathomable turmoil…
Dracula, a long slain vampire, was once again given flesh and was sending hordes of demonic undead to pillage the land.
A disgraced vampire hunter named Simon Quest then embarked on a journey to end Dracula's reign of terror and restore honor to his family name.
Unbeknownst to Simon, his rival had already defeated Dracula and sealed his body away into five tombs to lock his soul in Hell.
Learning he was too late, a frustrated Simon decided he should piece Dracula back together to defeat him and reclaim his lost glory.
...and so our Transylvania Adventure begins...
Look forward to even more!
Be sure to follow Retroware’s publisher page to stay up-to-date on all our games, news, and more!
We adjust the water in low quality water settings. Now everything should work.
Remember if you encounter any problem with water try to change quality in main menu (from menu). This is still experimental feature (water physics) so there might be some bugs
Oh an sometimes UI leave some old information, check your task list in task tracker app