Release 7

June 26 - 29, 2014


 * 3D Overworld Map System: We are switching our dual scale navigation system from the 2D version you have seen so far to a 3D version more like what we showed during Kickstarter. This initial release will mainly be about the visuals so players will still be represented as markers and there will be no random encounters. Since this is first release with this version of the map it is missing many features including visible roads, hex grid, animating avatars, encounters, etc. (all of which you can expect to see in future releases).
 * Player to Player secure trade: Did you discover something cool you wish to give your friend? Need to share some potions with a party member? Did you craft something amazing you want to sell? Secure trade is the answer and will allow you to make exchanges of goods between you and other players. Note that gold cannot be traded currently but that will come soon.
 * Water Lots: We will be adding water lot functionality to the game.  This includes 7 water based buildings including: Citizen Cabana, Edelmann Cabana, Knight’s Lighthouse, Lord’s Houseboat, Duke Island Castle, Baron Galleon, and Baron Frigate.
 * NPC Collision / Responsiveness: We will be spending time on polishing NPC collision and general movement responsiveness to combat things like NPC standing inside you, spreading out when attacking, avoiding players while moving, etc. While we did some iterations on this in R7 we still don’t feel this is where it needs to be so we will continue working on this in R8.
 * Animals: Currently all our animals (bears, wolves, etc.) are purchased assets and the skinning, rigging, and animations for them is not meeting our quality standards, so we are going to reskin and rig them so that we can redo their animations. Stag and Bear are now complete. Canines (wolves and dogs) will start going in Release 8.
 * Player Housing Built-in Lighting: We have gotten consistent feedback that it is too hard to get player placed lights in the right configuration to really light the player houses. So starting with R7 we will begin placing built in lights (chandeliers, sconces, etc.) to provide a base lighting level for all the player houses. These lights will turn on and off just like regular lights and can be augmented with player placed lights as well. Long term these lights will be decorative objects that can be removed, moved, etc. but currently they are permanent fixtures.
 * Scenes: A few new scenes will come online including Player Towns on Islands (to feature water lots) and perhaps the first scene on the mainland (The Graff Gem Mines). We also replaced the entrance map to the Ravensmoor dungeon with a new map based on one of Stephen Daniele’s early concept pieces (see below). NOTE: The Lunar Rift in Owl’s Head now takes you to the Graff Gem Mines, NOT Kingsport. Also the Kingsport rift is disabled.
 * Crafting: We will be adding more ingredients (spider silk, gems, precious metals, etc.) as well as instructions on how to do crafting in the recipe book itself. We also added images to support the instructions and themed them like medieval wood cuts.
 * Lighting Fine-Tuning: We still have some work to do in order to get the balance right between bright day and dark night.
 * Character Faces and Skins: We want to update at least one of the player faces and also do more polish work on the skin. For R7 this means you are limited to only one head type per gender.
 * 64 Bit Build: For those of you running 64 bit OS on your system we will now release 64 bit builds (in addition to the 32 Bit Builds) so you can address more system memory. The good news is that we have a working 64 bit build. The bad news is that cloth simulation (cloaks) does not work and sometimes asset loading is slower than the 32 bit build (ironic!).
 * Promotional Trailer: We are excited to be a featured game at the Plantronics booth at E3. In support of that and our continued fundraising we are working on an updated trailer (our last one was at the 6 month mark) that will show off gameplay and provide a few sneak peeks of the intro cinematic. As mentioned in update 73, Bill Johnson, aka The Guardian, will be doing the voiceover.
 * New Pledge Rewards, New Pledge Tiers: On Friday June 6th we will be announcing some new pledge rewards, some new pledge tiers and a new type of store (this post will be updated at that time).
 * Character Customization Blend Shapes: We added a new blend shapes system for customization that will offer an incredibly detailed variety of options for players. Our first example is with the eyes and that alone has 8 different parameters to adjust. We plan to add a new facial feature section every other release.
 * Player Property Permissions: Player can now start setting permissions on their property so that other players can also decorate (among other things). This is the first pass at this feature so expect further refinements in later releases.
 * New Target Highlighting: There were several circumstances where the targeting effect was not visible (NPCs standing behind counters for instance) so we are moving the effect to be a full highlight over the entire target. This is a work in progress so expect further refinements in later releases.
 * NPC Behaviors: We put in the frameworks for two behaviors: schedules and using items. In Owl’s Head you can see both of these in action when night falls and NPCs go around turning lights on (or conversely at dawn when they go around turning lights off). You can also see it in the Clink when one of the guards opens the door for you. Note that these were just initial system work with a couple of examples.
 * Borderless Window Mode: For those of you who like to multi-task you can now run the game in this mode which allows you to either have something else on a second monitor or alt tab between applications without logging out! Note that this option has to be set via the options menu in the launcher (cannot be set using the in game options screen)
 * NPC Names and Chat Tabs: NPCs now spawn a separate chat tab when you talk to them to make it easier to follow their conversation when others are chatting around you. You also now have to learn NPC’s names through conversation versus you magically just knowing all their names without ever meeting them.
 * Scene Names: The name of the scene you are in now appears underneath the compass. Should help in those “what map are you in?” questions we all end up asking each other over and over.
 * Containers on Player Lots: Storage chests now work on player lots so you finally have somewhere to store items that you don’t wish to display. Chests can be placed just like any other decorative object.
 * Linux Stability: We fixed some major stability issues with the Linux build which should make the penguins happy!
 * New Player Houses: We added 19 new player houses this release including the water ones mentioned above plus row houses (two styles), Knight Marshall Keep, Tavern, and the Crafting Pavilion.

Additional Information

 * Release 7 Instructions
 * Release 7 Known Issues

Trivia
Previous to Starr Long's Release 5 reflections, Release 7 had a different plan. The following is no longer current.
 * Advancement: Adventuring and Crafting will now earn you experience points that will level you up and earn skill points. You can spend those skill points with trainers to learn new skills as well as re-train existing skills.
 * Duels: Finally a way to settle your differences like real Avatars with the first taste of PVP. Duels between two players can now be initiated. Glove slaps to the face optional.
 * Crafting: Enchanting items including the creation of wands and staves will finally make an appearance in the game. Additionally player made items will begin to appear in adventuring scenes including corpses of slain NPCs.
 * Combat Expansions: Combat will continue to expand with more skills and more AI behaviors.
 * Player Made Books: For those aspiring writers you can now write books in the game. These original manuscripts will be one of a kind items that can be traded or sold or submitted for publishing for a small fee. Published books will get copied and placed throughout the world.
 * Drop Items Anywhere: Not content to place object only on player property? Well rejoice because we will now enable item placement anywhere. Some minor constraints and limits will regulate this activity but the main goal is to provide freedom and immersion.
 * Guilds: Guilds as a social structure will now be in the game including the ability to declare any player property a Guild Chapter House (Guild Halls will come in a later release).
 * Wearable Dyeing: Tired of that red dress? Wish you could make it blue? Well wish no longer as the ability to dye items will now available
 * More Scenes: More Plot specific maps and adventuring areas will appear
 * NPC Player Vendors: Players will be able to setup their very own NPC vendors that they can stock full of goods to sell to other players
 * Combat Pets & Taming: Taming creatures to fight alongside you will be available so stock up on taming collars or creature calls.