





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.
Avatars,
Please read this entire message, as well as the linked instructions and known issues.
Release 38 is one of our larger releases because some of the work was started before the holiday break and some of the content has been worked on for several releases (Xenos, Blood Bay, Scaled Crafting).
Perennial Coast Improvements (Architecture/Flora): In Release 38, we are moving through all the scenes along the Perennial Coast and updating the flora and architecture to match the new Asian influence we first showed in Ardoris during Release 37. This includes replacing all the exit arches, adding in more bamboo (along with other flora), adding or swapping out Asian architectural elements, along with other details. The only scene we are not touching in R38 is Celestis, which is getting its own specific un-cloning task in a future release.
Perennial Coast Improvements (Character): All NPCs along the Perennial Coast are now using custom regional Asian influenced outfits including the Guards, Citizens, Farmers, Merchants, and Nobility. Additionally all Guards along the Perennial Coast are now equipped with Katanas. This, of course, includes Ardoris itself.
Solania: The small town of Solania is located in the Perennial Coast region in the southeast of Novia. Solania is located on a high point in the Celestial Swamp that lines the southern shore of Celestial Lake, so getting there can be quite dangerous. Like the other Perennial Coast scenes, Solania got a polish pass to incorporate the Asian influence. This included updating all of the NPC buildings with new rooflines (blue tiles) and wall textures, putting in a new perimeter Shogun style wall, updating the foliage, and adding in various other details. As with all polish and un-clone passes we make on maps we do NOT change lot placements. We only make cosmetic changes of building styles, terrain, and foliage.
Brookside: Brookside is located in the Drachvald region in the northeast of Novia directly south of Spite. It is the hometown of Samael and was overrun by the Undead armies of Anapa not long ago. Starting with Release 38, players will encounter this town when following their quests along the Path of Love. Brookside started as a cloned scene using one of our PRT/POT templates based off of the Forest 02 POT template (a forested variation of the Grasslands POT template). In Release 38, it is was rebuilt with new flora, new atmospheric settings like permanent fog, a graveyard, and other unique features for the plot including Samael’s farm. Note that when we un-clone these scenes, we do NOT change lot placements. We only make cosmetic changes of building styles, terrain, and foliage.
Highvale Polish: Various changes were made to this starting scene on the Path of Courage. The scene in general has been given a level of polish with the addition of many more difficulty-appropriate monsters in previously unused areas, fixing of outstanding bugs, fixing pathing errors, etc., so that it is comparable to the other two tutorial areas. A new optional quest has been added to the tutorial as well—visit the central keep to begin.
Courage Path Polish: Various changes were made to the Path of Courage. In addition to other bugs addressed with quests in Resolute and post-tutorial Highvale, players who were unable to progress the Path of Courage due to a certain uncommunicative NPC within Valhold Keep will find the path open to them now.
Vauban Pass: Vauban Pass is one of the numerous Control Points that limits travel between regions in Novia. It is located between the Grunvald and Drachvald regions and is controlled by the Undead armies of Anapa. Vauban Pass started as a clone of Sanctus Spine but now has been completely rebuilt for Release 38; making all the Control Points unique scenes.
Xenos: Right before we went persistent, we uncloned Xenos and made some modifications to it for specific plot points. However, we were not satisfied with the level of polish, so we chose to do a major rebuild of this scene to bring it up to the quality it needed to be at. Xenos is on the island of Elysium, southwest of Novia, and is a critical juncture on the Path of Truth. The modifications focused on bringing out the Greco-Roman character of the region as well as highlighting the various aspects of the Lottery of Artifice—including pilgrim encampments, an ancient caravanserai, and the temple of Boreas. We also greatly expanded the aqueduct system, rebuilt the dock area, and added a Lagoon of Pleasures.
Blood Bay: Blood Bay is a tropical island that was smashed by shards of the moons during the Cataclysm. These shards triggered a massive volcanic event that is still happening today. Toxic minerals in the lava have stained the water red, giving the island its distinctive name. Obsidian Shards in the area make the Protection of the Oracle impossible, making the entire island an Open PvP zone where Outlanders slaughter each other at will. Due to the incredibly unstable nature of the island, only the most desperate and dangerous individuals dare live there: Pirates, Brigands, Thieves, etc. In response, some others who follow a more virtuous path have taken it upon themselves also reside here to keep a watchful eye on the miscreants of the island. Both groups have formed their own settlements on the highest cliffs opposite the volcano above the bay. These two settlements represent opposite ends of the spectrum of virtue and are known as Scoundrel’s Hold and Judge’s Watch, respectively. In future releases if your virtue is high, the townspeople of Judge’s Watch will interact with you, but if your virtue is low, they will refuse to have any business with you. The opposite will be true for Scoundrel’s Hold, where they will only interact with you if your virtue is low. For R38, the NPCs work just like other towns and the virtue mechanic does not yet factor in. Outside the towns, the island is filled with dangerous beasts and a landscape just as dangerous, filled with quicksand (slows you down), fields of poison gas, magic-boosting shards, magic nullifying shards, fields of confusion, and other hazards. This map is a testing ground for many of these new systems, features and ideas that we will then propagate out to other maps over the next several releases. Player housing is not yet available in Blood Bay but should be available in the next few releases.
Canyon Siege: We created another scene for use in the Town Sieges. This scene is a bridge across a canyon for use in towns near mountainous areas.
Control Points: Mages in control points now have spells that manipulate player position (much like the Daemon). Additionally, during the final wave there is a small chance a boss-level NPC will show up, of a type appropriate for the NPCs of that control point.
Non-Hostile Overworld Encounters: Roving Encounters on the Overworld now have the ability to be flagged as Non-Hostile. We can use this flag for prey animals like Deer or domestic animals like Sheep as well as wandering merchants (when we add that encounter). This means that these particular encounters will no longer attack you on sight (we are very sorry if you enjoyed being chased by aggressive deer).
Traps and Puzzles: We have implemented a set of new traps and puzzles for the game. Release 38 will include Pressure Plates (these can open doors as well as trigger traps), Flame Jets, Arrow Shooters, and updated versions of the old Spike Traps. We will begin propagating these throughout the game over the next several releases. In R38, you can find Arrow Shooters and Flame Jets in the Brittany Sewers.
Keys & Locks: As you adventure throughout Novia and the Hidden Vale, you'll find that many keys now have a chance to break on each use. Keys may have a good chance to break (such as the keys for the locked passages that interconnect underground scenes and the cages found in wilderness scenes throughout Novia), while others break about half the time (such as the key for the Kiln Cistern Alchemist's Workshop), and some will never break (such as special keys required for quests).
Moving Platforms: We now have the ability to move players on platforms for things like elevators, mine carts, etc. Our first example is an airship patrol of Blood Bay. We will be adding many more examples in upcoming releases.
New NPC Conversation Interface: We have updated the conversation window used for interacting with NPCs to make it both more immersive and easier to use. For immersion, we are hiding almost all of the other interface elements, including all other chat and the hotbar. We are also placing the chat in the very middle of the screen where you are looking at the NPC in order to keep you focused on the interaction. We have also tried to keep the interface itself as minimal as possible, with very few borders and as much transparency in the elements as we can. For ease of use, we are placing all the keywords in a toolbar at the bottom of the window. This toolbar will include every keyword you have uncovered with the NPC, including keywords relating to quests you are currently on and keywords learned from past conversations with that NPC. This saves you from having to scroll back to find keywords you might not remember. Players who preferred the older text-based conversation interface will find that still works as well, and in some cases will discover hidden secrets.
Scaling Masterworking and Enchanting: The higher your skill level in Masterworking and Enchanting the higher the power of the effect you add.
Proportional Masterworking and Enchanting: The power of the effect added is now directly proportional to how many levels of masterworking/enchanting have been applied to better balance risk versus reward. So the power of the first effect added is much weaker than the sixth effect added.
Weapons and Armor Enchanting Skills: There are now two specialization skills in Enchanting: Weapons and Armor. You will need to level these up in order to gain access to higher level enchantments (aka Major Enchants). The addition of these is to further our efforts to rewards specialization in crafting.
Grandmaster Masterworking Maximum Durability: If you are a Grandmaster at Masterworking, you have a chance to add Maximum Durability back to the item you are working on instead of adding an effect.
Grandmaster Enchanting Durability Hardening: Grandmaster Enchanters now have the ability to add an enchantment that hardens weapons and armor against durability reduction.
Attunement and Resistance Enchantments: There are now attunement (weapons) and resistance (chest armor) available to enchanters where the effects are tied to the gem used.
Food Buffs in Combat: Buffs and bonuses from food now work during combat as well as out of combat.
Bone Armor: Bone Armor has been greatly increased in power. As a reminder, Bone Armor is classified as Light Armor but offers a level of protection similar to Plate while still being very light in weight and low in Fizzle. For R38, we increased the Damage Avoidance, increased Durability, and added some Damage Resistance.
Obsidian Armor and Weapons: Obsidian Armor and Weapons have been greatly increased in power as well. Both weapons and armor have had their maximum durability raised to match other gear and had their weight reduced. Armor also had its Fizzle chance reduced greatly and Damage Resistance was increased. As a reminder, Obsidian Armor comes with a damage reflection bonus and Obsidian weapons have a high critical damage chance.
Over 20 New Crafting Recipes: Including torches, Perennial Coast Outfits, Circlets, and new combat potions.
Clockwork Dragon: Kobold scientists at the K’rul (Kobold Research Underground Lab) unleashed these gigantic mechanical terrors on Novia to invoke panic among humans. Their program appears to be succeeding… You can find one in Blood Bay, if you dare.
Shock Monkey: Shock Monkeys are another mechanical nightmare from K’rul, developed for covert missions. These mechanical monkeys are a terrible version of their cute organ grinder cousins, with sharp claws and teeth plus a shocking electrical attack. They also have stealth abilities that allow them to completely disappear from view. They are rumored to have been found in Skrekk, Blood Bay, Sanctus Spine, and a few other location in Novia.
NPC Preferential Targeting: We now have the ability to set preferences on creatures for which kinds of targets they prefer. Starting with Slimes who prefer metallic targets (players wearing metal armor) and Flesh Flayers who prefer fleshier targets (players wearing cloth and leather).
NPC Stealth: Creatures now have the ability to go into stealth mode like players. The first creature to take advantage of this ability is the Shock Monkey (see above).
NPCs Attack While Rooted: NPCs will now continue to attack while rooted (just like players).
New Potions: Including Healing and Focus Potions of various strengths, stat boosts, regeneration boosts, and resistance boosts.
Rare Loot: Players can now find rare Artifacts (non-craftable magical items) as loot on high level creatures they fight. They can also find recipes starting with the new potions we created this release (more recipes will follow). Here's a brief list of some of these artifacts:
- Ring of Brittle Brawn: Reduces hit points by 40% but adds significant (20-50) strength.
- Ring of the Frogkin: When worn you are able to jump slightly higher. However your skin turns green.
- Torch of Jerik: This large iron basket torch can be wielded as a mace.
- Belt of the Ox: Cuts your move speed in half but quadruples carrying capacity.
- Ring of Luck: Gives a small wishing well bonus.
- Slipshod Shooter's Sash: This belt gives a bonus to your Rapidfire skill, gives a small bonus to Rapidfire power, but decreases your Ammo Scavenger. So you can shoot more arrows but you lose more arrows…
- Lavalliere of the Lagomorph: This necklace of the rabbit greatly decreases your strength but increases your movement and attack speed.
[ 2017-01-25 22:51:49 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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