WARNING: THIS GAME IS EARLY ACCESS. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME VIA CROWD FUNDING, BUG TESTING, AND FEEDBACK. PLEASE ONLY PURCHASE IF YOU ARE ALSO PREPARED TO HANDLE PERIODIC WIPES, SERIOUS ISSUES AND INCOMPLETE CONTENT. PLEASE READ THE NEGATIVE REVIEWS PRIOR TO PURCHASE, MANY OF WHICH WARN YOU OF THE CURRENT UNFINISHED STATE OF THE GAME.
Please read this entire message, as well as the linked instructions and known issues.
Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 36 access for all backers at First Responder level and above begins this Thursday, November 17, at 10:30 AM US Central Standard Time (16:30 UTC).
Short Release: Normally our release cycle lasts approximately four weeks, giving us 3 weeks of development time and 1 week of polish before the release goes live on the last Thursday of the month. However, November and December have the Thanksgiving and Christmas holidays which requires us to do our release earlier in those months. That only gives us 2 weeks of development time and 1 week of polish before we release.
Major System Changes: We are making a lot of major changes to how the game works this release. Many of these changes are related to game balance, some are about making the game have a better pacing and reward cycle, while others are about making it so that greater effort and greater specialization will equal greater reward. In Combat, changes like the addition of Resistances aim to encourage players to vary the skills and spells that they use in order to maximize their effectiveness in various situations. In Crafting, changes to Discovery and the addition of Teachability is a first step towards making specialization in crafting more meaningful. Some of these changes are being tried as experiments (noted below). Through playtesting and feedback, we will determine whether we will keep them in the game and/or what tweaks we will make to these changes. We understand that some of these changes will be controversial, but we firmly believe they will make the game more healthy in the long term. A deeper dive into the reasons behind many of these changes can be found in a forum post made by Chris Spears.
Graff Island: Graff Island is located in the Drachvald region in the Northeast region of Novia. Located across from Port Graff in the Spindrift Bay, this community is central to the gem trade of the region. It includes a factory that sculpts the gems for socketing into weapons, armor and other goods, as well as the home of the Graff family with their sprawling mansion. Originally a cloned scene based on our PRT/POT Forest 01 base template (aka “the PaxLair template”), it was rebuilt in Release 36 with completely different terrain and foliage types, along with adding the Graff family mansion and the Graff Gem Factory.
Elad’s Lighthouse: Elad's Lighthouse is also located in Spindrift Bay directly across the water from Brittany. It is home to Elad, who retired to the island after an illustrious career as Lord British's shipbuilder and lighthouse builder. As with many of our scenes, Elad's Lighthouse started as a cloned scene based on our PRT/POT Forest 01 base template (aka “the PaxLair template”). It always had the unique feature of Elad's Lighthouse, which will continue to be a prominent feature. However, it now also has unique terrain featuring dramatic cliffsides, a dockyard, lumber mill, and many other unique changes.
Midras Ruins (Open PVP): The Midras Ruins are one of the six ruined cities found in Novia that date back to the period in Novian history in which the Obsidian Order rose to power (as described in the Sword of Midras prequel novel by Tracy Hickman and Richard Garriott). The exact history of some of these cities has been lost to time, but it is rumored that some of them may have been abandoned before the rise of the Obsidians. Midras in particular is significant because it is the location of the Crypt of the Avatar. Note that all six of the ruins are Open-PvP zones. Midras started as a clone of the Opalis Ruins, but was completely rebuilt this release to have a unique layout and visuals. We especially focused on making sure the map had interesting setups for PvP conflict with plenty of space for hiding, escaping, ambushing, and skirmishing.
Non-Tradeable & Quest Items Bankable: Items that are not tradeable (like Quest Items) can now be placed in your Bank. Note that they are still not able to be placed in other containers (chests on your lot for instance) to prevent exploitive workarounds to the no-trade flag.
Magic Damage Types & Resistances: Starting in R36, there is now a more formal resistance system in place for players and creatures. Currently players can mostly gain resistances through gear, but skills and spells will appear in future releases to allow players to expand their resistances. The simplest way to describe how resistances work is to say they are Defensive Attunement. So if you have 50 Death Magic Resistance, that will counter the extra damage that a caster would get from having 50 Attunement. Finally, players who don’t want to use magic can have a way to resist casters! Creatures now also have Resistances. For simple, natural creatures, like bears and spiders, they will have a small amount of Resistance to all magic but generally be fairly easy to affect. Many of the more magical creatures have some very high Magic Resistances to specific schools. This means that if you were a player that only used a very limited set of skills on everything, you are likely going to have to change your strategy when fighting some creature types. As an example, Fire Elementals are almost completely immune to fire, and moderately resistant to all other types of magic except for water magic, which they have no resistances to. There are also a few creatures that are just highly resistant to most magic and will be difficult to kill now without the help of a weapon. For those who rely heavily on magic, this will make the game more challenging. There will probably be things you used to be able to kill that you can no longer kill. This is expected and just know that all other casters will be facing the same challenges.
40 Meter Requirement for XP Gain (Experiment): We have constrained Experience Point gain so that you must be within 40 meters of other members of your party. Previously, you just had to be in the same zone and this was being used as an exploit where low level characters would wait at the entrance of a zone while high-level players would farm the area to level the low-level character safely.
Stack Limits on Effects: Support was added to limit the number of effects on targets. Most effects like Firebolt, Fireball, Rend, and others will have a max of 3 concurrent effects. This means 3 per spell/skill; not total. So, a player could have 3 Rends and 3 Firebolt DOTs on a target at once. Repeat castings of spells will remove the oldest effect first.
Fizzle Chance Increased: The amount of fizzle added by Armor when casting Air, Death, and Fire spells was increased slightly. The multiplier for armor penalty in most spells in those schools went up by either 0.1 or 0.2. This means that your armor has a base 30% fizzle, your fizzle chance for those schools went up by 3% or 6%. This was done to help differentiate light and heavy armor a bit more.
Spell Casting Interruption Increased: In R35, the only interruptions were from stuns and knock down effects. In R36, most spells have a casting window which is shown on screen. During that window, hits can interrupt spell casting. NOTE: This does NOT increase the time to execute a spell
Skill Decay Increased: For the next few releases, we will be increasing the maximum accumulated decay incrementally. For R36, the max accumulated decay is 12 hours. For example, if a player has around a million total experience, a death after 12 or more hours of not dying will result in around a loss of 1250 xp. The lost xp will be deducted from skills not set to maintain or train. If skills are set to maintain or train, the lost xp will be deducted from their pooled experience first.
Targeting Cycling Improved: We fixed a major issue in the target cycling code. Previously, it appeared to be picking the worst possible target first and then the best target second. This has now been addressed and the logic improved for picking stuff close to you over distant stuff.
Beneficial Targeting Improved: When in a party and using beneficial spells(like healing or buffs), if there is no hard target set, then the caster will be the target. If you wish to cast on a party member other than yourself, you must now select them by clicking on them or using the F2–F8 keys to select them. We know that Healing Targeting can still use more work, but this is at least a much needed great first step forward.
NPC Health Adjustments: NPCs that are caster types have had their health reduced dramatically and damage output increased. Melee types have had their health increased. The goal is to give players an incentive to go after casters and archers first.
POT Overworld Population Indicators: The visuals of a POT on the Overworld will now update based on how many lots have been claimed relative to the size of the town, starting with a simple foundation and working up to the full set of buildings we have been using up until now. Additionally, we will show smoke in the chimneys and lights in the windows to indicate if there are players online in the town.
Holiday Content: We created lots of holiday content including Yule Trees, Stockings, Gift Boxes, Wreaths, etc. Some for the Add On Store and some are craftable in game.
Crafting Recipe Discoverability Limited (Experiment): Discoverability on Recipes is no longer universal to all recipes. Currently we have removed Discoverability from all but the lowest-level recipes. This, along with Teachability, is part of a larger effort to reward specialization and advancement in crafting by having different levels of rarity in the recipes. We will not be removing any recipes that players already have. Those will be grandfathered in. Please note that this an initial pass on which recipes should or should not have Discoverability. If there are any recipes you feel should have remained discoverable (and therefore also Teachable) then please feel free to provide us that feedback and we will consider it. Note that by limiting recipes this way and not making them universally available we can start to increase the value and power of components and items.
Crafting Teachable Recipes: The lowest level and most common recipes can now be taught to other players, and even be re-taught. The next tier of recipes can be taught but not re-taught. However, some rarer recipes (like Bone Armor) are not teachable nor re-teachable. This is part of a larger effort to reward specialization and advancement in crafting by having different levels of rarity in the recipes. We will not be removing any recipes that players already have. Those will be grandfathered in. However recipes that you currently own cannot be taught without being repurchased.
Crafting Socketed Ward Gems: Gems can now be cut into Ward Gems which offer Resistances to magic damage types (see Resistances above). These are socketed just like Attunement based Gems, so you now can choose if you want to increase Attunement (offense) or Resistance (defense) when you add a Gem to an item.
Scaled Full Durability Repair Cost (Experiment): As part of our commitment to having a Player Driven Economy, we want there to be a real possibility of items wearing out while balancing that with an understanding that for very rare items (+16 crafted gear), players want a way to preserve them. In order to support both, we introduced repair with Gold Crowns several releases ago. The cost to repair was only a single Gold Crown, however, and an item could be repaired infinitely. This lead to a stagnation in demand once players got an “ideal” piece of gear. For R36, we are going to experiment with scaling the repair cost based on the number of times you have repaired the item.
And much more including more recipes, new Unique NPCs, more story polish, combat balance, etc.! Click here for the complete R36 Instructions
[And did we mention that you should read the negative reviews that warn you about the unfinished state of this game before you purchase? Don't buy this game until you read them!]
[ 2016-11-16 23:05:05 CET ] [ Original post ]
- Shroud of the Avatar: Forsaken Virtues Linux Depot [13.28 G]
SUMMARY:
Shroud of the Avatar: Forsaken Virtues is a new type of third person fantasy RPG that combines a single player narrative with a sandbox MMO. It is being created by a team that includes: Richard "Lord British" Garriott the creator of the Ultima series, Starr Long the original Director of Ultima Online, and Tracy Hickman the author of the beloved Dragonlance Novels and Dungeons & Dragons modules.
- Episodic Content: Shroud of the Avatar will consist of five episodes that will tell a series of virtue based stories created by Richard Garriott and Tracy Hickman. All supported by a series of prequel novels starting with Blade of the Avatar. Forsaken Virtues is the first episode (this is what you are purchasing access to).
- Single Player Offline Mode: Players will adventure through over 40 hours of story in an interactive world where their choices have consequences, ethical paradoxes give them pause, and they play a vital part in weaving their own story into the immersive world and lore surrounding them.
- Selective Multiplayer Modes: If you want to go through the story online you can play with everyone in a single world with three different online modes (Single Player, Friends, and Open).
- Classless Character System: Vast customization options with hundreds of skills and spells in over 20 different skill trees.
- Skillful Combat: A new way to prepare and fight in an RPG by building custom decks of skills and dynamically activating them in combat.
- PVP: Consensual with Open PVP flags, zones, and Guild Warfare.
- Player Housing: Non instanced, finite, and embedded in the world with multiple group living options.
- Player Driven Economy: Deep crafting system where the best items are made by players and player items are the main source of loot found in the game.
- Pay Once to Play: No subscription fees. Each episode (released approximately annually) is a one time fee and everything in the game can be purchased with in game gold that can be earned (except for some exclusive backer rewards).
- Social: Full Guild System, Highly Active Community and Player Owned Towns.
- Crowd Sourced & Funded: Support the project by contributing content (and receive compensation) or by pledging (and receive exclusive rewards).
- Open Development: Players help shape the game by giving feedback on monthly early access releases, videos, weekly updates, blog postings, forums, chat, etc.
DEVELOPMENT ROADMAP
Shroud of the Avatar: Forsaken Virtues is currently in pre-alpha so there are a lot of features and content still to be built. Even the current content needs polish and balance. On the third week of every month we release a major update to the game that includes new features, new content, and bug fixes. We update the schedule for these on a quarterly basis with a final update for each release the day before it goes live.
Current Version
- Housing: Purchase property and a wide variety of buildings to place there. These can be customized with hundreds of items (paintings, crafting stations, chairs, tables, food, plants, fountains, statues, lights, etc.). Players can also set permissions that allow them to share this property with other players. Higher level pledges begin the game with property and house deeds. (Find out more at www.shroudoftheavatar.com)
- Crafting: Gather and refine resources to craft a wide variety of objects including weapons, armor, potions, food, and furniture.
- Player Trading: Trade with each other for items or gold.
- PVP (Duels and Zones): Fight other players in Open PVP zones of the map or 1 on 1 duels in any location.
- Dual Scale Map: Explore the world by walking across a map (aka The Overworld) like old school RPGs with random and roving encounters mixed among named points of interest.
- Combat and Magic Skills: We have over 100 skills in a wide variety of combat and magic schools including Blades, Fire, Water, Life, Polearms, Shields, etc.
- Multiple Online Modes: Play how you want in one of two modes: Single Player Online or Open Multiplayer Online.
- Character Customization: Customize your character's facial features, hair style, hair color, facial hair, skin tone, and gender. Also express yourself with a vast array of different gear that when equipped shows on your character. (cloaks, armor, weapons, hats, tools, torches, etc.)
- AI Behaviors: Archers will try to maintain distance, warriors will try to surround you, Liches will summon skeletal allies, and villagers will turn on lights when night falls.
- Advancement: As you gain experience fighting and questing you gain levels which give you skill points that you can use with a trainer to purchase new skills or to raise your attributes.
- Hint System: Each time you attempt something for the first time a hint will appear with basic instructions (this can be disabled in options)
- Fully Interactive World: Every attempt is made to make the world respond to you. All the lights you see can be turned on and off, doors can be opened/closed/locked/unlocked, objects can be taken from shelves/tables/etc.
- Dynamic Lighting: Time of day changes as you play along with all light sources casting light in a realistic fashion.
- Summoned Allies: Certain schools of magic can summon allies including Ice Elementals, Fire Elementals, Liches, and Skeletons.
- Control Points: Grab control of Vertas Pass and see how long you can hold it against ever increasing waves of Dark Elves.
- Emotes: Express yourself with a wide variety of emotes including dances, bows, laughs, bows, yawns, etc.
- Guilds: You can form or join a guild
- Banks: Store all your gear and loot when it gets too heavy to carry around.
- Character tied to Pledge: All versions of the game (aka pledges) come with special rewards (gear, houses, titles, emotes, etc.).
- Player Owned Towns: Players can purchase and customize from templates their very own town.
- Player Vendors: You will be able to set up NPC vendors to sell the goods you have crafted or found adventuring.
- Player Made Books: Write your own book in the game and pay in game gold to have it published widely.
- Dye-able Gear: Customize your gear by changing the colors.
- Crowd Sourcing Create content for the game (music, sound effects, and art) and be paid for it.
Future Updates
- Story: A rich narrative that presents you with complex moral choices will come online closer to launch.
- More Scenes: Many additional scenes will come online including cities, dungeons, deserts, arctic areas, swamps, fortifications, battlegrounds, etc.
- Performance: Continued optimizations as well as sophisticated fallback routines will greatly improve performance.
- More Magic & Combat Skills: More skills will be coming including the Chaos Magic School.
- Localization: Support for multiple languages.
- More Creatures: More creatures along with multiple variations and new behaviors.
We estimate reaching a Beta version with all features and content sometime in the first half of 2016. All features and plans listed here are subject to change. We may modify, add or remove features as we see fit during the development process.
Website for more information: www.shroudoftheavatar.com
- OS: Ubuntu 12.04 or newer officially but most linux flavors supported
- Processor: Quad Core 2.4 GHz or fasterMemory: 12 GB RAM
- Memory: 12 GB RAM
- Graphics: DirectX 11 Compatible NVIDIA 960 / AMD 560Network: Broadband Internet connection
- Storage: 30 GB available space
- OS: Ubuntu 12.04 or newer officially but most linux flavors supported
- Processor: Quad Core Processor 2.8GHz or fasterMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: DirectX 11 Compatible NVIDIA GTX 1070 / ATI Radeon HD 5870Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: Performance significantly improved with an SSD
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