Release 14

January 29, 2015

 * Scenes: Brightbone Pass and Blackblade Pass Entrances will expand the mainland while another Desert scene will expand the Vale. We will also add the Shardfall biome to the game, along with a shardfall scene (this is the biome for our Open PVP scenes).
 * Unity 5: We will begin transitioning the project to the latest version of Unity. For R14, it will most likely be a separate build, purely for testing.
 * Banks: Players can now start storing things in the bank. This is also where all your pledge rewards will be at the start of the game, so you won’t start so encumbered that you cannot move.
 * Encumbrance: The weight of items will now factor into how much you can carry. Your carrying capacity will be derived from your Strength stat.
 * Pledges Tied to Game Account: Your pledge will now be tied to your game account. This means you will start the game with your pledge rewards in your bank storage.
 * Customization: A pass will be made to improve hair and facial hair.
 * Combat: Various skills will be added to finish out Earth, Water, Ranged, Blades, Bludgeon, Tactics, and Heavy Armor schools.
 * Housing: Lot Deeds will be introduced to the game so property claiming will first require purchasing a lot deed in the game (or receiving one via pledge rewards). Also, more basements will be available.
 * Crafting: We will also be adding more Cooking and Alchemy recipes and ingredients including the ability to put magical enchantments and stat enhancements (durability, weight, value, etc) on gear.
 * Shopkeepers: Prices will now fluctuate based on available stock, and each vendor will have “I will buy” and “I will sell” lists. This means that the fruit vendor might not be interested in buying that sword from you.
 * Creatures: Our bestiary will expand to include Man-Eating Plants, Water Elementals, Greyhounds, and various Human Enemies (mages, archers, etc.).