Day/Night Cycle & Environment
- Improved overall cycle performance
- Added Aurora Borealis - You will see it begin to come into view at night based on your latitude (north/south). Normally you'd need to be much more northerly or southerly regions to be able to see it, but since this island you're on now has been temporarily placed at the equator to make development easier for us, we've reduced the latitude requirements to see it in the night sky. Enjoy!
- Added 3D positional cumulus clouds. They swell and dissipate (albeit a bit too fast right now which will require refinement) and once we're satisfied with them, we'll bring back the pre-existing stratus and cumulo-stratus clouds to add them all together.
- Added Atmospheric Fog to the existing basic distance fog.
Game Features:
Added Resource Surveying!
New in Alpha 2, version 0.043 is the backbone of the game's entire economy - Resource Surveying! After choosing Novice Artisan as a profession, players will now be given their first Multipurpose Survey Tool in their inventory for use. Covered in a future video detailing the process, the surveying tool will allow the crafter using it to locate pockets of exactly the type of resource(s) they're looking for, it's location, and relative concentration in the game world.Added Resource Harvesting!
In addition to being able to locate resource types of your choosing, you can finally start to build that stockpile of ore you've been dreaming of by also pulling the resources out of the ground directly. "Resource Sampling" is how every newbie crafter get's their start - Locating pockets of good resources and drawing them out of the ground directly with use of the Multipurpose Survey Tool. Once you've improved your skill in the Artisan tree, you'll be able to implement automated harvesting rigs (Harvesters) to continually draw materials out of the ground while you're away.Added Resources:
New Resource Types:- Inorganic
- Mineral
- Metal
- Non-Ferrous
- Copper
- Aluminium
- Ferrous
- Steel
- Iron
- Gemstone
- Crystalline
- Amorphous
- Low Grade Ore
- Sedimentary
- Siliclastic
- Carbonate
- Igneous
- Extrusive
- Intrusive
- Radioactive
- Solid Petrochemical Fuel
- Chemical
- Fibroplast
- Malkavian Fibroplast
- Arabastian Fibroplast
- Inert Petrochemical
- Liquid Petrochemical Fuel
- Gas
- Inert Gas
- Reactive Gas
- Water
- Salt Water
- Purified Water
Added Resources Containers:
- Energy Gas
- Energy Liquid
- Energy Radioactive
- Energy Solid
- Inorganic Chemical
- Inorganic Gas
- Inorganic Mineral
- Inorganic Water
- Organic Food
- Organic Hide
- Organic Hide Bristly
- Organic Hide Leather
- Organic Hide Scaly
- Organic Hide Wooly
- Organic Structure
Skills Panel:
We've completely stripped out all the placeholder code for client-side-only "messing around with the panel" and as of today, you can actually begin to choose real professions from the menu that persist to your character indefinitely. This required us to completely remove the profession-selection from character creation (seeing as it didn't really do anything useful) and now you can choose a profession simply by opening the skills panel, finding it on the list, and clicking "learn". Right now, we're focusing on the foundations of the economy, so Novice Artisan is the only one that lets you do anything, so feel free to check it out! Additionally, the game now stores and recalls actual XP given from actions, such as sampling materials rewards you with surveying XP which you can use to purchase additional boxes in the Artisan profession tree.
What's Next?
Now that we have the absolute "ground floor" functioning in the game, the next step is to provide the tools necessary for players to combine those materials into crafted items such as clothing, weapons, homes and other types of structures. Therefore, in addition to regular bug-fixes and improvements on existing stuff, our focus is now on creating the actual crafting tools and schematics required for item assembly.
Additionally I'm working on new land masses that will be introduced once we've finished these two tasks and can move onto enabling the mass transit (vehicles) required to traverse open ocean and visit (and plunder) other continents as well.
As always I want to thank everyone in the community who has contributed to make this incredibly undertaking possible. The alpha has already surpassed the functionality of many "launched" game titles out there and we've never been more confident that one we've improved what we have and finished the crafting tool and the foundation required for basic combat, we'll be ready to make our presence truly known on the internets.

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