Greetings Avatars,
As we have stated previously, we intend to publish quarterly schedule updates for our monthly releases. Even though the goals outlined in these schedules are likely to change somewhat as we react to feedback, we feel it is important to periodically provide you with an updated roadmap.
Our priority continues to be to deliver new content to our backers each and every month so that you can give us feedback that will help us iteratively improve Shroud of the Avatar. This collaborative process continues to benefit the game, and often results in sweeping changes such as the upcoming addition of the Outskirts scenes. As you have seen in previous releases, the flexibility inherent to this process means that we sometimes push things out, but we also often pull new things in.
New User Experience (NUE): A large priority for the second quarter is going to be improving the new user experience. For several years now, our backers have been providing us feedback that the first few hours of our game have several major issues. Those issues include too many loading screens, scenes that are too small, overloading the user with too many options, and starting towns that include player housing/vendors. As we shift our focus to improving the New User Experience, and as we are able to measure new player progress during events such as our recent free trial, we realize that we must address these issues sooner rather than later.
As we announced during the Spring Telethon, one of our solutions to these issues is to add three new maps to the game that we are calling "Outskirts." These scenes will be very close to the three starting scenes, and players will go directly there after finishing those starting scenes. Outskirts will be very large scenes, similar in scope to some of the recently added big scenes like Blood Bay. Each Outskirt scene will have a small outpost that will include some shopkeepers, trainers, crafting stations, and a few quest givers (and no player housing!). The scenes will also include plenty of adventuring areas (forests, ruins, bandit camps, etc.). The large scale of the Outskirts, as well as the variety of experiences and services that they provide, will allow new players to base themselves in a single scene for adventuring and resupply for their first couple of hours of gameplay without needing to go through multiple loading screens or needing to use the Overworld.
In addition to Outskirts, we plan to improve the new user experience by delaying more advanced features until later in the game (which we began doing in Release 40). We also plan to implement Contextual Help, Improved Tutorial Systems, and a Polished Skill Training Interface.
Polish: In addition to the focus on the first few hours of gameplay, Q2 will include a lot of work on polishing the overall experience of playing Shroud of the Avatar. A large focus of this work will be on performance and stability, which is why you may see fewer new features than in previous quarters as you scan the list below. However, we will be adding some new features that are aimed at polishing the game. These include Mail, Looking for Group, and a Raid System. Additionally, continual passes will be made each release to address overall balance issues, especially in the first few hours of game play.
Story Complete: Our goal is to complete the story by Release 44 (July), so story efforts in Q2 will be focused on bringing the Paths of Truth and Courage to a playable and polished state. We also plan to unveil the game’s Finale. Since the story will be complete in R44, we plan to allow all players to make a one-time-only reset of the story status for their character (so they can start fresh with their current character) in Release 44 (July).
To repeat what I said in the Q1 post:
“We believe that we have reached the final 20% of development before Commercial Release, at which point we will transition out of Early Access. The next two quarters will be the most exciting and challenging times for the project so far. This will be when we get the final features and content in the game and make the last important balance changes. The changes will be fast and furious, and they may occasionally be hard to understand when you become accustomed to the way things were before. Please trust that we firmly believe that every change we make is best for the long term health of the project.”
As always, all dates, durations, and deliverables are subject to change as we adjust our designs based on direct feedback from you, our backers.
RELEASE 41, April 27, 2017
- Story: We will begin polishing the Path of Truth with the Dungeon of Artifice coming online for the first time. We will also polish visuals of the final sequence with the Titan Grannus in the Path of Courage. The incidental NPCs and side quests along the Path of Courage will also be worked on in locations like Estgard and Harvest. Verdantis Mines and the Kas Ruins scenes will both be uncloned. The Fall, a new PvP dungeon underneath Blood Bay, will appear in the game. Solace Bridge Outskirts, a new scene that players start in after the Battle of Solace Bridge will come online for the first time.
- Performance: Significant focus will be made on performance this release with emphasis on stability, framerate, memory, and load times.
- Player Towns & Player Housing: Updates to Dynamic Player-Owned Towns that have locked submission forms will appear in the game. Additionally Shields, Tools, and Helmets will become place-able as decorations.
- Combat: We will continue our polish pass on all the visual effects related to combat as well as make major improvements to the new user experience with combat.
- Character: The Titan Grannus will get his own unique art for the first time. Wounded variations of our guards and soldiers will appear in game. We will also be polishing the medieval peasants.
- Contextual Help: A contextual help system will come online that allows players to hover over content (interface elements, items, etc.) in the game and get information about it.
- Game Balance: Major efforts will be devoted towards game balance.
- Crafting: More recipes and more patterns in gear that is dropped from enemies.
- Story: We will do final polish on the Path of Truth including incidental NPCs and side quests in areas like Xenos and Etceter. We will polish visuals of the final sequence with Titan Boreas in the Path of Truth. Highvale Outskirts, a new scene that players start in after the Battle of Highvale Village, will come online for the first time.
- Player Housing: Updates to Dynamic Player-Owned Towns that have locked submission forms will appear in the game.
- Combat: We will continue our polish pass on all the visual effects related to combat.
- Character: The Titans Sequanna and Boreas, as well as Arabella, will get their own unique visuals. We will also do some polish work on Player Customization.
- Crafting: More recipes and more patterns in gear that is dropped from enemies.
- Raid System: Tools will come online for large groups, and groups of groups, to go on adventures together.
- Looking For Group: A tool to help players find a group to adventure with will appear in the game.
- Story: Polish will begin on the Finale of the plot including work on the Destiny Pool and the Oracle Chamber. Blood River Outskirts, a new scene that players start in after Blood River Massacre, will come online for the first time.
- Character: The Oracle herself will appear for the first time in the game as will the Shroud of the Avatar. We will be doing polish work on various creatures in the game, such as the Troll. We will also begin creating Viking-inspired clothing for the NPCs in the Norgard and Verdantis areas of Novia to better define that region, including outfits for Royalty, Guards, Citizens, and Merchants.
- Performance: Significant focus will be made on performance this release with emphasis on stability, framerate and load times.
- Bug Fixes and Game Balance: Much of this release will be spent on fixing bugs and balancing game systems.
- Mail: Players will be able to send mail to each other through an in-game interface.
- Offline Combat and Economy Balance: A pass will be made through the game to adjust combat balance for play in offline mode with companions. Additionally, the economy in offline mode will be tuned to be better balanced for single-player. For instance, NPC merchants will buy player-crafted items at a profit to the player. Also, pledge and Add-On Store items will be available from NPC merchants for purchase with in-game gold.
- Player Housing: Updates to Dynamic Player-Owned Towns that have locked submission forms will appear in the game. Additionally the ability to rent rooms in a player home will start to become available to homeowners.
[ 2017-03-30 19:40:27 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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