We're excited to introduce to you Point Release 1! Coming to Legends of Aria in June 2024.
A New Endgame
Point Release 1 will be a benchmark for our new content development strategy and one which will make end game inclusive for both PvE and PvP character.
We're moving away from an undue focus on ‘lower than GM’ content and will be decentralising the skilling up experience. We will be offering players a variety of ways to level their characters, not accelerating but de-mystifying the experience with an aim of driving players into GM level content where we will be focusing the entirety of our attention.
Sandbox Progression
In the past we have been hyper restrictive on how we train our characters, invariably drawing our attention to the early game which historically has been a gruelling and punishing aspect in skill based sandbox games. We still believe that training characters should be time and resource intensive, but that core combat skills are an enormous barrier to entry for new players in a PvP orientated world.
In PR1 we are taking the gloves off when it comes to how we level our characters and will be offering improvements to this experience for existing and new players alike. Not seeking to accelerate the levelling experience, these additions are intended to make the path to GM more accessible and deliver more new players successfully to the end game:
Skill Scrolls: Skill scrolls will offer players a more flexible and less punishing route to skill gain. Skill scrolls will drop primarily for core combat skills to help ensure that time spent adventuring is rewarded with skill gain. Whilst not intended to replace natural skill gains, the goal for skill scrolls is to provide an alternate economy for people to trade/barter for valuable points.
Training Addons: As part of our dungeon upgrade, we will be dropping the means to craft Training Addons. These placeable housing addons will be created by crafters using rare and costly materials. These will give guilds and home owners the option to autonomously train combat focused characters at a reduced rate with these luxury highly sought after items.
QoL to left behind skills: We’re frustrated and consciously aware that skills like Fabrication, Lockpicking and Animal Taming lack sufficient material means for players to access regular skill gains. These skills are being reviewed and will receive the attention they need.
New Approach to Dungeons: Ruin, Deception, and Contempt
This is no normal refresh but a comprehensive change to how we do dungeon content. Every monster and room is being meticulously replaced and will become a place of value. Here’s what you can expect:
Tailored to Small Groups: Entering our dungeons will now teleport users to random starting locations, capping the maximum number of party members per arrival. Paired with the gates and barriers present, dungeons will offer players greater protection and balance in dealing with unwanted guests.
New Monster List: Each room will feature monsters with our most modern AI, loaded with abilities and depth to create unique encounters.
Gated Content: Areas within these dungeons will require specific items to access and will only permit a maximum number of party members, adding progressive elements to diversify the experience, balance to encounters and to reward player mastery and experience.
Boss Encounters: We’re introducing both mini and dungeon bosses, enhancing the challenge and, most importantly, the rewards.
Loot and Rewards
Expect a broad spectrum of sensible gear, material, house addons, utility and cosmetic loot drops, making each adventure and hunting ground exponentially more rewarding. We don’t want to go into too much detail for obvious reasons, but we are offering an expansion to loot not seen before in the game's history.
Combat Improvements
Some highly sought after and fundamental improvements to combat will be coming in this release, including:
PvE Flow: Many have raised that the flow of PvE has some issues, from mage interrupts to leashing, aggro range and other nitpicks. With our dungeon overhaul we will be polishing interrupt rates and other factors to ensure a solid combat experience.
Blocking: Improvements to blocking, making shields a viable choice in both PvE and PvP.
Combat Sound and Effects: We have reworked many of the sounds in LoA:Classic and a number of in-game effects to increase visual/audio quality and clarity in combat.
Prestige Talents (Test Realm)
Prestige Talents are passive abilities which can be used to truly diversify your character and create unique builds in PvP, PvE, crafting and adventuring.
This will be a huge and crunchy update to existing meta, for this reason we’re taking a gradual approach to its implementation. The first iteration of the Prestige Talents will become available on Test Realm during PR1 for implementation when it’s been thoroughly tweaked and tested.
A Benchmark Update
While this update focuses on upgrading existing content, it is a crucial step in our new approach to content design. Point Release 1 sets the stage for future expansions, including the upcoming Mythic Dungeons. The Mythic system is poised to add complimentary PvE and PvP progression which will offer Legends of Aria.
- Remove the moving stones in hell - Change the knife to a keris - Bug fix for Rahmad's toilet door not opening - Sound improvements have been chased by the devil for too long - Translate radio still has English - The load menu does not update if the player presses escape when closing the pause menu
•Reworked controllers to support both Steam Input but also direct controller input. •It's now possible to rebind controller buttons from pause settings. •Added vibration and gyro support for controllers both with Steam Input and direct input. •Improved on-screen input UI. •Added new optional setting to display the available actions at any moment (To help new players). •Various changes and imporvements on UI. •Added M3 Grant and M3 Lee (Desert variants). •Added crouch sprint. •Reworks in netcode to improve multiplayer latency and stability. •Reworked TPS bazooka locomotion animations. •Added a French Chasseur uniform. •Added new dead tree prop. •Added indicators on each spotted Enemy at easy difficulty to help new players recognizing enemy units. •Added new setting to automatically reload weapons when magazine is empty.
Fixes
•Increase hold breath sounds. •Reworked deprecated ruined buildings. •Improved translations. •Stuka syren now works also at slower speed. •Improved Springfield reload sounds. •It's now possible to press R to reload a different projectile on a turret. •Fixes in missions. •Several other smaller changes and fixes suggested on the Discord server.
Welcome to our first Art Department update! Take a look behind the scenes with our Art Department as they give us the inside scoop on their work over the last few months.
From a massive overhaul of the user interface to the meticulous crafting of character designs, every detail has been carefully curated to immerse you deeper into the realms of Skye: The Misty Isle!
Fate Beckons...
Art Week gave a sneak peek at the design process behind a very exciting announcement coming soon. We have been working on this one for a long time and we can't wait for you to see it!
"Prepare yourself for fate beckons and her price is always blood… From the initial spark of scriptwriting to storyboarding and concept art creation, witness the evolution of every frame, culminating in a breathtaking glimpse of what’s to come. With a bespoke soundtrack crafted to stir your senses, this has been a real labour of love, each step meticulously taken to immerse you deeper into the enchanting world of Skye."
We revealed not one but two character concepts this week. First up was Einar, following on from his metahuman reveal in Narrative Week, we showed his early hair iterations. Exploring a couple of historical and not-so-historical designs to lock down his Early Access appearance, we are sure he will continue to evolve in the future.
Sissel followed next, with a face reveal and makeup iterations, ready for her first appearance in the Art trailer. Sissel has been in the works for a long time behind the scenes, but nowhere near as long as Einar has!
Revealed many months ago as a present to our Pre-Alpha Æsir donors, and one of the first of many unique assets, we revealed the workflow of the Æsir Shield design, from concept to final design. See just a select few of the shield designs we considered before we made it into reality.
We showed off both of our full, in-game maps, along with some iterations of the Skye map. We decided to hand-paint both maps to give them an authentic feel, and we hope you enjoy exploring them as they unlock!
Our Art Department provided an update on what they have been working on recently, including historical research, working outside of their comfort zone and what the focus will be in the future.
Expand or click the links to read more!
[expand type=details] What We're Working On
We have been very busy in the art department over the last few months. Our main focus has been chipping away at a huge overhaul of the user interface; icons, maps, menus, you name it, we’ve done it!
Alongside this, we have been teaming up with the narrative department to start bringing our characters to life; exploring early face and hair sketches to reimagine in MetaHumans and, as ever, we have been neck-deep in research.
Our Favourite Project
Bringing Einar and Sissel to life, from first initial concepts through various iterations of their MetaHumans, has been such an interesting process. While we are still working within the limits of our small team, it was great to see some of these characters start to be realised.
Knowing that they will continue to evolve during development and as our resources and capabilities increase is something to look forward to, and we can’t wait to share these changes with you!
Our Biggest Challenge
The biggest challenge so far was making the Æsir shield. It was very important to us to have the actual shield in-game and ready for our Early Access launch.
As we have some very basic experience with 3D modelling, we decided to take the plunge into learning Blender to model the shield from scratch. Nothing beats the sense of accomplishment when you see your own asset in-game for the first time!
What We've Learnt
We have learnt so much over the years, tackling work outside our comfort zone and acquiring new skills to really push the game forward. Recently, we have spent a lot of time in-engine, helping the production department by redesigning some locations and points of interest in the game.
As a small team, we get the opportunity to learn more behind-the-scenes aspects of game development that we wouldn’t normally get to see or enjoy in our respective roles.
Geographical and Historical Accuracy
Historical accuracy is very important to us, and something that is always on our minds. Research is a constant theme of development, but knowing when to push the boundaries for visuals is also vital.
We want the game to look visually recognisable for its time period, while also maintaining a respectful and realistic portrayal of the cultures that we are exploring. We are still finding the difficult balance of adhering to historical accuracy, without sacrificing the iconic Viking aesthetic.
Looking to the Future
In the future, we will be focusing our attention on the game’s visuals, starting with redesigning our placeholder assets and bringing our characters and the world around them to life.
We can’t wait to begin creating a unique identity for both Norway and Skye, their different cultures, and to see the game take on such a huge visual overhaul throughout development. [/expand] Instagram | Facebook
Stay tuned for more updates as we continue our journey towards bringing Skye: The Misty Isle to life!