Saturday, June 11, 2016

Vindicator Tier-2 Armor + Theta-Blades NOW AVAILABLE For Testing

You heard right, checkout our full writeup for all the info kids!

https://www.facebook.com/groups/415812755276522/

Thursday, May 26, 2016

PVE Comes To Divergence!

After many months, we're finally ready to release our biggest update to date; Divergence Online "Zero Four Zero". Originally slated as version 0.5.0, we decided to go ahead and release a series of individual patches incrementally adding all of "the big new content" into the game bit-by-bit, to address any and all new bugs as they arrive.

Therefore we're beginning the process with version 0.4.0 herein referred to as "Zero Four Zero" for your viewing pleasure.

And so, without further ado; All the new sex!

PVE Arrives on Rook!
Our most-desired feature by a large margin has always been the prevalent outcry of "what could be if", coming to us in the form of, "Man, if this game only had some PVE!".
Taking place on an alien moon teeming with life, it's always been our goal to bring living, fighting creatures to the world's surface. As with anything though, when making an genuine MMORPG with just two people, things take time. Add onto that our policy of doing things the right way instead of the quick/cheap way, and yeah.

Lifeforms of Rook run a huge gambit of sizes and demeanors; From the meek scavenger creatures, to huge "Raid-Boss Encounter"-style desert dragons. PVE'ing in Divergence can be as small as hunting wild game, running for your life from predators, or even taking on legendary creatures requiring a dozen or more players to take down, such as our new world raid boss encounter.

Creature Harvesting
Players trained in Scout and (it's advanced version) Ranger can harvest raw materials from dead creatures in the form of Meat, Hide, or Bone. Each material serves different purposes, such as meat being used for pharmaceuticals and food, bone being fashioned into weapons and hide being a primary component in rustic clothing. The size and complexity of the creature Scouts and Rangers can harvest from is determined by their creature harvesting skill modifier, improved through unlocking skill boxes in both Scout and Ranger, as is the quantity of resources you get from a creature.

Cybernetics Profession
Finally, synthetic players can craft bodies for themselves more powerful than those little punk bitch android chassis! We've "almost completely" got our shit together with synthetics crafting and will be releasing the ability to craft and repair both the Markhaus Mk.4 Combat Synthetic chassis, as well as both Military-Synthetic chassis for players to craft through our new, and even more advanced than the original, crafting system.

Wood Harvesting / Choppable Trees!
You asked for it. We listened. Divergence now has both choppable trees, and the ability to craft a multitude of new items with gathered wood. Not only have we added tree chopping, but we've pushed it even further than any other survival-style game of today;
1. Virtually every single tree in the entire game world is now it's own entity and able to be chopped down.
2. Not only are trees choppable, but every species of tree additionally yields both different types of wood and in different quantities based on its size!
3. Each species of tree yields wood with unique stats and "toughness", allowing you to seek out and collect the strongest woods available for your structures. Bir wood might be good in a pinch to build a wall, but if you want a nearly-indestructible wooden fortress, build with Malkavian pine! The stronger the wood, the rarer the species.
4. Trees fall over when chopped down (and the animation looks like shit but so what? Seriously, we're two damn people, come'on!) and remain felled for anywhere between one hour and a month depending on the rarity of their species.

All New Armors + Resistances
With the introduction of the Armorsmithing profession through our staged release, we'll finally be adding the crafting of true armor into the game with resistances to common damage types based on the armor itself, the skill of the crafter and the quality of components they put into their work. The accessible armors (in addition to the existing DC armor) will be:
VRTek Spec-Ops
VRTek Reconnaisance Suit
Omicron Light Field Armor
Omicron "Infinity" Armor

New Vindicator Tier-2 "VK Mark 2" Suit for Vindicator Players
For too long have our veli players been afraid to log in out of fear of losing their ass due to being stuck with the Tier-1 Suit. Through our staged release, we'll be adding the Tier-2 Vindicator suit as a craftable schematic but come prepared, because the components are rare and (as with their ThetaBlade Weapons) will required some incredibly dangerously-acquired components. The New Tier-2 Suit increases the combat effectiveness of Vindicator players by at least 25% over the Tier-1 suit.

New Vindicator and Verrator Theta-Blade
Finally our Veli (and humanoid psychic) players will have a chance to craft their very first ThetaBlade, complete with a multidimensional omnispace microreciprocative blade called forth to the hilt the moment the weapon is activated. These weapons epitomize lethality in the hands of a Veli warrior and require sophisticated materials to assemble guarded by the deadliest creatures to inhabit Rook.

Sim-Zone "Survival" Region
We've had a lot of players pull us aside and tell us what a disservice we're doing the world not adding "survival"-style features into our game, especially considering the MMO climate of today. Seeing as SWG wasn't Survival, it wasn't something we imagined people would want, but you asked for it, so we decided that it would indeed be a part of Divergence: Online

Being a part of a community of survivors on an alien world, your character him, her, or itself need entertainment as much as regular jackoffs, so ATC Drones have begun construction of Rooks own "ongoing reality show" called "The Simzone".

"The Simzone" is a region set aside on Rook's surface where ATC drones create settings, fabricated out of ferrocrete, reminiscent of early 21st-century urban environments on Earth in a state of abandonment; A sort of "ongoing Kill-House" if you will, where both native and non-native inhabitants of Rook can enter-into and compete for scavenging swag whenever they like. Since all structures and items within the Simzone are fabricated out of ferrocrete, ATC drones can construct not just buildings and static objects, but even fully-functional weapons and devices, randomly (and occasionally non-randomly) scattered about the landscape as unique weapons and items found during that time in Earth's history, such as automobiles, assault rifles and weapons.

Keep in mind though that life doesn't like to be shut-out, especially in it's own backyard, so while you may encounter hostile entities roaming these wastelands in the form of humanoids infected with the Verrator virus, Rook's native wildlife will also find their way into the zone, lurking in the shadows and awaiting a chance to pounce on you while you reach for that can of creamed corn.

Both Hunger and Thirst will also be new features in Divergence, done in a way that rewards hunters and survivalists, yet doesn't punish crafters of those who simply do not wish to partake.

Vast Streaming and Loading Improvements
Several-minute loading screens are officially a thing of the past in Divergence thanks to a completely redesigned planetary synchonization system that now streams all data to your game client in a compressed state. What was once a minute-long wait time to get to the login screen from game-launch has been squashed to "so fast it basically doesn't even show our disclaimed screen anymore".

All this and more coming over the next couple weeks. While we're still far from ready, and in fact only just under halfway there, with your continued support we know we can take this game to launch. Stay tuned for more in-depth info about these and upcoming near-release features in the days to come.

Sunday, April 10, 2016

Major PVE and Content Patch "Zero Five Zero" Announcement

For two months we've been describing, what we think of as, "a big damn patch" that when ready will give players a lot more than our standard patches of bug fixes and additions.

This "big push", we've decided to designate based on it's internal version number for us, which brings Divergence: Online to v0.50 and thus will be named "Divergence: Online "Zero Five Zero".

Zero Five Zero represents a major milestone in our development which will take our game from being an MMO with tons of potential professions, unrivaled crafting, unrivaled player and guild housing and twitch-combat, to a game with "a life of it's own" as well.

Tons of New Players
You've probably been wondering why, instead of constantly advertising the game and trying to bring in new players, we've instead used exactly zero of our allowed exposure powers that Steam allows since our January launch.

The answer is that, we simply decided that, while people knowing about the game is all well and good, a good number of players simply cannot wrap their minds around the concept of "Early Access" and are reviewing as if, this game built by two people, claims to be solid, complete, and a contender to games with ten times the staff and one hundred times the money. At the time of this new post, we're sitting exactly 1% inside of "Mostly Positive", and we simply do not wish to "mass sell" the game in it's previous state "until it's further along", at which point we can feel more confident that the new players buying the game won't simply buy it, play it, then get one of those automatically-granted refunds from Steam. We just can't afford that stuff dudes, so we've been holding out since January for a chance to "sell a better, more complete version of Divergence" and finally Zero Five Zero will allow us to do just that. Again, "not finished', but far enough along that we're at least willing to, again, allow it to be exposed on Steam, resulting in (what Steam estimates we'll receive as) over one-million page hits on our steam page and lots and lots of new players.

Better get your house in order before the new neighbors see what a shit-hole your property looks like!

And so without further ado; Behold, our official list of upcoming features intended to be released in "Divergence: Online Zero Five Zero"

Trees Choppable/Harvestable!
Most trees in the game world will soon be able to be chopped down by the player, allowing their logs to be collected and turned into wooden defenses, structures, homes, and even huge forts!

Scout Profession
The Scout basic profession we released in previous builds will finally provide the player with a ton of useful features.
Build fires, camps, and basic defenses out of collected wooden logs, sticks, and natural structures.

Armorsmith Profession
This specialized-branch of Artisan will allow the player to finally craft body-armor for themselves and others with resistances and characteristics completely dependent on the crafting process itself. Create armor with high resistances to ballistic weapons, or even a specialized set with corrosion-resistance for you and your friends right before that big acid-spitting raptor hunt you're gearing up to go on!

Ranger Profession
Expanding beyond the basics of scouting, players will be able to then advance to scout's elite profession; Ranger.
Rangers will be given additional buildable schematics, skill bonuses and modifiers that enable them to;
1) Construct fortified defenses, huge wooden structures and even whole forts out of chopped lumber.
2) Reduce your likelyhood to "aggro" nearby wild creatures by making yourself seen less threatening to skittish creatures as well as more threatening to predators, drastically reducing your likleyhood of being attacked.
3) Track creatures by their species or other criteria, even players themselves.
4) Eventually even tame wild animals for your benefit.

PVE Comes To Divergence!
It's been a long-awaited feature since our January Early Access Launch and we're very pleased to say that Zero Five Zero will finally see the surface of Rook explode with dynamic life of all types both timid, friendly, inquisitive, and deadly.
Players will be greeted with lifeforms that can trample them, steal their goods, provide food and nourishment or even provide them nightmares in the dark evenings to come on Rook's surface. Players and their friends can now enjoy many more activities that simply gunning down newbies, such as hunting creatures for sport, food, materials, or simply something to run for your life from.

Creatures will come in many sizes, even including a massive boss-style raid requiring the collaboration (and firepower) of potentially dozens of players to "bring down the beast" and gain coveted resources and materials for ultra-rare crafted goods and new quest items.

New Vindicator Tier-2 Armor
Finally Vindicator will be able to quest for Their first upgraded VK suits in Tier-2. These new suits will allow Vindicator players a big boost to agility, rigidity and most importantly, combat power. Forging these suits will require exotic materials and undoubtedly cost many lives in the process, but the rewards for Vindicator players are great.

Theta-Blade Weapons
At long last, our signature weapon the "Theta-Blade" will be making its debut in Divergence: Online.
Theta-Blades, the ancient weapon of the Vindicator, will finally be available to be crafted by both Vindicator, Verrator, and psychic-trained humanoids alike. Crafting these weapons requires devotion and dedication as fabricating a weapon capable of opening a dimensional rift and transporting their blade through space and time during every use is no simple undertaking.

Omicron Factional Armor
Since, up to this point, armor served no practical purpose until other game features were in place, it had long drawn the short straw. However, with Zero Five Zero, armor will finally begin to see its day come in Divergence: Online. Our first set will be Omicron Light Field Armor, craftable by Omicron-aligned Armorsmiths, this armor relies heavily on laminated fibroplast and aluminium layers to provide it superior protection in the field against most kinetic damage. Anyone of any faction is able to equip this armor, although we hope to be able to offer armor-options for all three factions in the near future for our VRTek and DC friends as well!

Factory and Grid improvements
We'll finally be giving factories and grid terminals the love they deserve, creating additional layers of bug prevention that "catch" mishaps before they happen and jam up your sweatshop-running-business on Rook.

Turrets Improved
We're also in the process of allowing defensive turrets to visually track and fire upon enemies, instead of simply dealing damage. They were "better than nothing" before, but now they'll be something you don't have to be embarrassed of! In addition to their damage, players will now be able to craft-into-them increased turning speed based on the quality of materials they put in during crafting.

Additional Feature We're Trying To Fit In

Cybernetics Profession
If things go as planned, we're also planning on adding the Cyberneticist profession, which will finally allow players to craft those combat and military synthetic chassis we've all been so eager to see more of in game. Through cybernetics crafting, finally these guys will be able to create chassis for themselves that actually do have the ability to attack back XD

Doors and Gates
We'd love to be able to offer "actual doors" to players so that people didn't need to resort to "picking up and dropping walls" to get in and out of their property, while keeping others out.

Survival-Style Features
Divergence was always intended to be a game that rewards "survival-style play" without punishing those who simply wish to play it for it's incredible crafting or social aspects, such as dancing. To accomplish this, we've come up with our own new take on survival-style gameplay.
All humanoid players will have a thirst and hunger bar in addition to their existing HAM.
Thirst and hunger will begin to deplete the moment the player enters the world.
When thirst and hunger are controlled, the player receives a "healthy" bonus to stats.
Players also however will only suffer thirst and hunger depletion at a normal rate when outside of a hopper range with a "rest" component.
What's this mean exactly?
While you're "out in the world" hunting creatures, hunting players, doing your thing, you need food and water to survive. While you're at home on your couch, in a friends apartment, dancing in a cantina, or chilling in your castle, your hunger and thirst will deplete at a drastically-reduced rate which can be as low as just 1%, virtually nonexistant.
What we hope to accomplish with this is to allow players to play the game any way they wish, even if that be as a purely non-combative role and not be required to constantly "feed" their "survival-mode" requirements, while simultaneously offering players who do wish to venture out into the wilderness a real sense of survival gameplay.

Tell us what you think on our facebook group page!
https://www.facebook.com/groups/415812755276522/

That about covers it so far! We thank each and everyone one of you who've chipped in to help us make it this far and with your continued support, we've never been more certain that Divergence: Online can be the game we all know it deserves to be.

Wednesday, February 24, 2016

Structure Maintenance is LIVE

You heard right, no more building empires for free, people ;)

From now on, structures (Harvesters, Factories, Hoppers, Defensive Turrets) will require maintenance in order to operate. Time to start spending those hard-earned (or got them off the body of someone you killed) credits and putting them to use!

The rules are simple;
All structures which require maintenance now required maintenance based on a base amount depending on what type of structure they are, and then additionally based on the final quality determined during crafting. The more energy efficient and better quality your components and items, the lower the regular maintenance costs will be for you!
Maintenance is displayed on a per-hour basis, and maintenance "ticks" once per minute based on that amount.
Additionally, structures also have different costs based on whether they are online, or offline. When offline, structures will generally require only 10% of that which they require when online and in-use.
Once a structures maintenance pool hits zero, it can no longer be picked back up unless its maintenance pool is increased to at least 1000 credits. Additionally, when a structure's maintenance pool is zero, it will begin to take damage every minute at the rate of 2% of it's maximum health per hour. This gives you just over two days to bring it back into the positive before you lose it for good.
Friends and clanmates can also pay maintenance on your structures so long as you have them added to a structure's admin list.

There are extra rules to take into consideration regarding hoppers and their maintenance;
Hoppers require maintenance based on their online and offline states, but they also increase in maintenance costs based on both the number of it's they are responsible for containing, and also the amount of ferrocrete contained within. All-in-all, it is vastly more cost-effective to build walls and floors with ferrocrete because the rate most hoppers operate at is around 1 (one) credit per item per hour.

For instructional imagery, please see our facebook page!
https://www.facebook.com/groups/415812755276522/

Saturday, January 23, 2016

Currency and Vendors LIVE

Vendors and currecny are LIVE.
First two vendors are in Malkav and Lomenia at approximate coordinates -1430, 3660 for Malkav and 1430, 3660 for Lomenia both inside a cantina (Android NPC).
Tomorrow we'll squash any new bugs and work on the "buy" function and window as well so players can choose to browse and buy the things other players have sold to the vendors.
Right now the value of any item is determined by it's Overall Quality. For resource containers and stackable items, it's first determined by it's Overall Quality and second by it's quantity against the maximum such as 10,000 for resource containers.
100% of this is subject to repeated and extreme modification as time and testing occur, but essentially, all your horders have more than likely 24 hours or less to start building up them cash reserves before maintenance goes live and you have to start putting money into those structures to keep them alive. ;)
Bodies should also be lootable of their monies by clicking the "take all" button near the credits section.
Additional new trees and flowers have been added to the game world in Malkav, with new additions planned for the Akkhera border and also Lomenia tomorrow.
Additionally color toning and depth have also been tweaked, so give us some feedback, how do you like the look of the game now?


Wednesday, January 20, 2016

January 18th Patch Notes

01/18/2016

Items dropped in the world or those disconnected from a destroyed hopper (i.e. without an owner) will get auto-decayed after 30 minutes.

Server optimizations: removed non-essential properties, making sure inventories get deleted when destroying hoppers or deleting characters; attempting to reconnect server peers automatically on non-managed disconnects etc.

Cannot start harvester, generator, factory, or power grid without an owner (must be placed, can't be dropped).


01/17/2016

Ferrocrete Containers now require 100 units of any Inorganic resource, but also now contain 1000 units of ferrocrete per container!
All Resource Containers now carry up to 10,000 units!
All resources are now able to be combined into stacks! Be forewarned though; when stacked, all resource stats will be averaged between them.
DMHDG “Healing Gun” now requires only Novice Medic so that synthetic players can accrue medical experience to advance their Medic career.
Novice Scouts now gain general crafting and surveying tools.
Novice Scouts can now craft large log platforms and walls for creating huge wooden forts and fortifications!
Green “healing effects” from the DMHDG now ♥♥♥♥ off like they should and no longer persist infinitely in the world.
Derelict and abandoned structures will likely be obliterated by GMs in an attempt to lessen the server strain during this week’s upgrade process.

01/15/2016

Added options for volumetric light, film grain, bloom, and color correction (these can now be enabled or disabled).
Minor optimizations to speed entering the game world.


01/14/2016

Added campfires.
Structures start degrading when their condition drops below 50% (and eventually get destroyed).
Added the ability to equip the medic gun and heal others with it (only humans and Ennies).


01/13/2016

[SERVER]

Retroactively setting the max health for already created characters according to species.

Made sure people won't be able to heal themselves for more than their max health (and if they already did, it will be fixed by the above mentioned addition).

Hack prevention: people cannot loot items from more than 12 meters away (beyond that there is not radial menu on the body).

Displaying chat message when there are no generators or powerable structures in the radius of a power grid (none that are compatible).

Displaying the owner of a structure in the permissions panel.

Fixed an issue with power grids loading their data wrong.

When transferring persona, the player’s inventory stays with the discarded chassis and he gets the inventory of the chassis he has transferred to (note: anybody can loot chassis’ dropped in the world).

When a synthetic dies, his current chassis gets discarded and the default Android chassis will be granted to him (he will respawn in the Android chassis).

[CLIENT]

Synthetics should be fully-able to transfer between all available synthetic bodies.
Inventory items should stay on the exited chassis as they were intended to do.
New grid terminal should now be able to be used by anyone on their admin list even if they aren't the owner.
Over 20 new items added to the game world for crafting including our first Omicron items!
See post history

Monday, January 4, 2016

The Fall of Gaming Yelp Reviewers and The Rise of Synthetics

Officially waiting on Valve to press their magic button and make us live. Many thanks to everyone who helped us get to this point! Which brings me to our first point of the day:

The "gaming yelp reviewer bullshit" has got to stop. We get way too many requests every single day from people offering to give us a good review on steam in exchange for free game keys. What's worse, is that a lot of these all follow the same format of, "Hey, I'm a person who reviews games on youtube", or "I'm a guy who streams and i have a shitload of followers". The more mild of these are simply "If you give me something for free, I'll say your product is good", whereas I've woken up more than a handful of times to "You ignored my request, prepare for a bad review!" And these are people with thousands of followers who are looked at as if they are the source of some "real" review going on somewhere.

Therefore, and furthermore, any requests made to Stained Glass Llama for the intention of getting free keys will be summarily ignored. Any "repeat" requests, threats, or offers from so-called "reputable" reviewers, streamers, whoemever, offering a favorable review in exchange for free stuff will go on a nice little list that I'm building up of "sources you trust for reviews which offered to give me a blanket good one in exchange for free stuff," to be dispensed to your own community if and when I feel like it, assholes.

If everyone who has asked for a free key in the last two weeks had contributed to our IndieGoGo, not only would it have not failed but the game would be substantially more complete right now, so our loyalty and willingness to "do favors" extends entirely to those who actually helped us get where we are, both in the past, present, and future. You buy the game = We give substantial shits about your well being and will aspire to do everything in our power to reward your generosity. Those are our people; Not the legions of wannabe PewDiePies who feel 1,100 subscribers makes you an authority in anything.

There. Now that we've gotten that ugliness out of the way, some good news!

Yes, the game is completely submitted to Steam and waiting on some form of final approval. Honestly, we were simply unaware that despite already being approved, there was a second review process before you choose to launch, primarily because we all know how many Unit-Z copies somehow got rubber stamped through the process, but we're confident it's merely a matter of waiting on someone to look at their screen and click the mouse. Bummed as we are that this prevented us from actually launching January 1st like we'd planned, it did give us an extra couple days to get more work done, which results in some pretty cool advancements.

The game world is so new it still has that new car smell. The entire terrain was reconfigured to reflect a whole new topology; Notably, Malkav and Lomenia now border on one another, allowing us to transition from jungle to temperate biomes in the 3200m border between.
In the southwest, Malkav borders on Akkhera, allowing us to transition from temperate (Pacific Norwest) to a midway state (Colorado) before arriving at the desert (Pacific Southwest). The final region, Anduine (The big red area) is undeveloped and will continue to be so until I'm satisfied that the other three regions look good enough, so don't waste your time walking out there. If you spend 10 hours walking to Anduine, find nothing there, then expect us to "teleport" you back to semi-civilizations, you're going to be let down.
It's all work-in-progress so have an open mind.

Biomes:

All regions in the game world are named after individual continents that exist but are currently inaccessible due to floating point issues inherent in all game engines that have ever existed. There are ways of getting around it, but again, we're two people and it's going to have to get tackled once we can afford it.

Lomenia resides in the Northeast quadrant of the game world. It's intended to be a sort of jungle/rainforest style biome with large vined trees and very little truly flat ground. Like all four regions, it has a beach on two sides. It's home to the largest diveristy of life Rook has (when they're working properly) Including "raptors", "stalkers", and is home to the first of two species of Ennie and Lyra; A very small and dextrous catlike species.

Malkav resides in the Northwest quadrant and is representative of the pacific northwest USA; Temperate. Malkav, and it's borders with Akkhera and Lomenia are dense but have large enough open land to allow much larger herbivorous life forms to roam freely such as the huge Grontos (the large creatures seen briefly in the last video) and a yet unamed species we're simply calling "chargers" for now because of their method of attack. The denser parts of Malkav, such as its border with Lomenia also support Lyra and Stalkers, so watch your ass if you settle there.

Akkhera is Rooks desert, occupying the southwest quadrant of the game world, bordering on Malkav to the north. You'll find nothing there but bones, sand, the occasional giant sand worm or reptile, desolation, and the best concentrations of solid and liquid petrochemical in the game world. Some people like open space, so there you go.

Anduine resides in the southeast part of the world, and will be announced at a later date. While our other biomes are design to be "somewhat alien yet familiar", Anduine will be "almost entirely alien".

And onto Synthetics:

Synthetics are almost entirely working now. Before, you couldn't even try to create one without it bugging out, but as of today, here's what you can do;
Synthetic players (I mean players playing synthetics, not artificial gamers themselves) can now create a new synthetic character and be given a shitty weak android body to house their artificial soul. IF you want a game where you start off super powerful and have nowhere to advance to, there are plenty out there, go for it. However, you're basically only as weak as a typical homo-sapien in that you can move about, survey, harvest, and craft weapons and items, even equip weapons and settle your arguements with violence like any human; You simply cannot equip clothing or armor.
As a synthetic, your "life" so to speak will be spent trying to make certain you have as many spare bodies of as many types as you can house for your soul to transverse to when you die, because if you don't have one, it's back to character creation for now.
Once you can either afford one, or you can build one yourself, you should definitely move up to a combat-synthetic chassis. In this form, you're faster, stronger, better than a human in many ways with again the same hinderance; No clothing or armor. Unlike humans however, your abilities don't simply end on the humanoid level, because you can also transfer your consciousness to any other synthetic chassis you find in the game world, such as the huge military synthetics and yes, they're working.
Almost entirely, as i said. Locomotion, implementation, that's all in place. Even attacks, but they don't do damage yet, so you'll have to be patient with that.
Onto part 2!