Release 4

March 20 - ?, 2014
 * Hidden Vale: A hidden island north north east of the mainland with numerous biomes to explore via the overworld map system
 * 10 Hidden Vale Scenes: With the opening of the overworld, we need something to do between the cities so we will be turning on the first 10 scenes including wilderness, caves, and dungeons.
 * Combat / Magic: Those first 10 scenes might have stuff in them, so we’ve decided we should give you a way to fight back! A wide array of combat and magic skills, along with the ability to assemble these skills into decks, will now become available.
 * Advancement and Skill Trees: Players will start earning experience points for fighting, crafting, and questing. This will lead to level increases and skill points which can be spent to learn new skills or improve existing skills.
 * Quests: Players will be able to participate in quests that will send them around the world and even change game state in the scenes based on quest flags. Testing this early is important because our quest system operates differently than the current standards (e.g. no exclamation points or convo trees).
 * Loot: Creatures and quests will generate loot including gold and resources.
 * Crafting: Resource Gathering will be added to crafting including resource nodes placed in the world. Item wear begins happening and in turn, Repair will now be available. Item enhancement will now also be possible, allowing upgrading of items to more powerful versions. On top of all that, more recipes will become available
 * Player Housing: The housing system will be relaunched with persistence in the online space. Housing choices will now be based on backer level, add on purchase, or what can be bought in the game. Waterfront housing will also come online.
 * Wearable Dyeing: Clothing and Armor will now be dyeable
 * Swimming: Jumping was just the first step to giving players a much greater feeling of movement freedom. In R3, players will be able to swim along the surface of the water. Like jumping, swimming will eventually be governed by game systems like encumbrance and focus.
 * Social Systems: moved to R3