We hope you had a fantastic summer Rangers!
Firstly, let's talk about development. Everything is puttering along quite nicely, but unfortunately we need to let you know that the closed alpha we had planned for October will be delayed until sometime during Q1 next year. Since this has been pushed back, the full release will be delayed as well. We'll know more about the timeline once we see the progress in the closed alpha tests. Most of the bosses has come to the world: The bosses have now been introduced to the world and its Shrines! First, let's have a look at the areas they occupy in the overworld.
The Ancient mage: Having walked the world of Lorne for many years, the Ancient Mage is said to be found in the fiery ruins of a fallen city.
Waterlord: The Waterlord is said to have taken up residence in an old temple that was once sanctified to the ocean.
Stumpling God:The Stumpling God is said to be hidden in the depths of the swamps, nurturing the iron trees and biding its time
Yk'Voz: If you follow the traces of corruption, you'll be able to find where Yk'Voz lingers as he schemes his evil machinations.
Legendary loot: What's the fun in defeating a boss on their home turf if you can't get a fancy reward? While building the boss's location, we've made sure that each boss guards a legendary piece of equipment and, of course, that their treasure chest is extra shiny!
Fel Armor Schematics:
Firestorm:
Sword of the Forest:
Ice Staff:
Shrine updates: The shrines have been expanded with bosses and are now integrated into the world, featuring a fixed exit in the overworld.
Changes and implementations to the world: Over the last few months, the overworld has been given some love as well! Here's a quick list of some of the changes.
All treasure chests in battle camps now have loot in them.
Added nodes for sapphires, rubies, and emeralds.
Added iron and stone ore nodes.
Added water crystals to be a main resource in farming.
Added fireberries and flower nodes for herbs.
We converted all tress to be choppable in our effort to make them all harvestable in the end to help with diversity!
Towers, traps and more: We've had a sneak peek where we saw some towers in a previous post, but now that they've been added to the usual building menu, we'll take a deeper look at them. We'll also talk about some of the traps that have been introduced, as well as connectors for building walls to better protect your village!
Tower Tier 1: Your basic bread and butter tower: a single-target attacker that gives you a starting point for your defenses.
Tower Tier 2: A step up from your Tier 1 tower, these towers can target multiple enemies and are a great addition for when the incoming waves grow larger.
Tower Tier 3: The strongest tower added so far Still not really done to be shared but it'll be there soon!
Traps: To flesh out your defenses beyond just towers and walls, we've implemented several types of traps. Let's take a look at them and what they do!Slow trap: A classic trap to slow down your foes. With its help, you'll be able to set up fun combos using your abilities or other traps!
Damage trap: A spike trap for the player to place strategically at chokepoints or to protect the base. It deals damage to enemies when they touch it.
Proximity triggered explosives: When you want to leave a surprise for enemies as they rush forward, why not make it a bang? Jokes aside, with this trap you can do just that, leave small surprises for enemies to stumble upon and activate.
Damage triggered explosives trap: For when a more precise touch is needed, we'd like to introduce the damage triggered explosives trap! Set it up and trigger it at the exact moment you need it.
Connectors: In the previous update we had a look at some walls. We've added connectors to help you link them together and make building a smoother, easier process.
Level 1 wall connectors: As your palisades go up, connecting them to ensure there are no gaps will be essential.
Level 2 wall connectors: As your walls improve, so does the connection between them!
Fences: Something we're working on right now is the farming system, and to make sure you can make it look pretty, ta-da fences!
As the towers and traps are getting in place the core game loop is getting closer and closer!
Miscellaneous: And as always there's a bunch of smaller changes that's also been implemented
Fixed boss scale bug on load
Rescaled stumplings
Updated decal tracking cam loc
Created new terrain layers
Added function for spawned units to head towards core
Fixed undead archer nocked arrow bug
Added a socket on undead bow
Fixed ability bug of undead archer
Fixed no distance undead archer bug
added skeleton bow socket
updated fonts
Crafting window no longer using placeholder icons
created new material for item visualizer
Created visualizer vfx
Ranger arrows part of starting eq for testing
Fixed AI collision bugs
Fixed additional explosive bugs
Added explosive arrows to starting eq for testing
Fixed UI bug in farm system
Community feedback: And as always we're interested in your input, and we’ll continue to your ideas and feedback on Discord as we move forward and if you yet have to wishlist Lorne on Steam feel free to do so!
As the next update lands in Q4 at the end of the year, we just want to forewarn you that it will be delayed, as we'll be busy with celebrations and family
That's all for now, we'll see you in the start of next year!