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By Damis

Albion Online - Heretic Challenge

The chill of fall is beginning to creep into the air... and the Heretic Challenge is back with a whole new mount! Earn points for open-world activities, unlock chests to get valuable loot, and claim your very own Heretic Combat Mule.
This month's Challenge introduces a brand-new war machine from the twisted minds of Heretic saddlers. The Heretic Combat Mule fires a powerful cannon shot that knocks back and slows targets, but watch out for its massive recoil!!
SEASONAL SPECIALS: All month long, reach weekly goals to unlock Heretic Challenge Chests. In addition to valuable rewards like Adventurer's Tomes, Silver, resources, and older Heretic-themed furniture, you'll also have a chance to unlock three new furniture items: the Heretic Lantern, Heretic Junk Pile and Heretic Construct.
  
https://albiononline.com/en/news/heretic-challenge-returns-with-new-mount
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By Elric

Crowfall: Closed Beta!

It has been a long 5 years, but Crowfall has finally gone into Closed Beta!  If you're like me, you followed the massive hype for this game back in 2015-2017.  A majority of players lost interest after the development cycle seemed to be going out further and further.  I honestly just wrote it off and figured I would take another look when it got closer to launch.  2019 and 2020 have been rough years for MMORPG's, so I've really been looking for "the next big thing". 

Closed Beta for Crowfall started on August 11th.  I figured I would give the game a shot to see how it has progressed.  I can now say that I am pretty happy with how much this game has improved.  They haven't given a definitive "launch date" for the game yet, but Closed Beta is definitely a good sign.  There is a small chance that it will fully release before the end of 2020, but I'd personally put my money on early 2021.   The Closed Beta launch gives us all a chance to really dig into the game and figure out what classes and races we want to play. 

For those of you who aren't familiar with the background of Crowfall... It's an open-world MMORPG that has an interesting blend of PvE and PvP, and it has some unique aspects to the gameplay that set it apart from other MMORPG's.  First off, let's talk about the worlds / servers.  When you create your new character, you will want to start out in "God's Reach".  This is the PvE world where you start out leveling your character and learning the basics of the game.  At this point in the game they have a "new player experience" questline that takes you from levels 1-16.  It shows you how the game works and gives you a small taste of what the game has to offer.  Normally it is recommended to stay in the God's Reach world until you hit level 30 or so.  Grouping has no negative impact to experience gain right now, so leveling up in a group of 5 is literally 5x faster progression (if not more). 

Before you dive into the main Campaign world, there are a few other options for you to explore.  You can check out an "Infected World" server, which is essentially a persistent PvP "training grounds".  The zones are open-PvP and have keeps, forts, and outposts to fight over and claim.  I believe the general level focus for The Infected worlds are 15-30.  You can also check out The Eternal Kingdom, which is the main player housing / guild castle world that is always available.  I believe that is where many player markets will be, and where most players will hang out between campaigns.  In case this wasn't already apparent - your characters can freely move between worlds.  Thus the same character you start in God's Reach can eventually transition into the main Campaign world.

Lastly we get to the "main focus" of the game - the Campaign worlds!  The Campaign is a massive PvP world with outposts, forts, keeps, etc. along with NPC towns and such.  Players join one of three factions to compete in a "Throne War" of sorts to see which faction can come out on top at the end of the Campaign.  Here's where it gets even more interesting - the Campaign worlds are semi-temporary!  The game refers to the Campaign as "dying lands" where the players are vying for superiority and trying to harvest the riches of the world before it collapses.  The Campaigns only last a month or two, and then they disappear and the Campaign world is wiped.  All the players go back to hanging out in the Eternal Kingdom or God's Reach. and the factions count up all the rewards they obtained through the Campaign.  Then a new fresh Campaign starts up and everyone rushes in to see how well the faction can compete again.  The benefit to this concept is that you won't have a static PvP landscape where the biggest (or strongest) guilds and factions hold all of the castles permanently.  It prevents the PVP game from getting stale, and offers some new challenges with each new campaign.  We don't know yet how much each campaign will differ from the last, but there is definitely some potential there.

One other interesting concept with this game is that the player is described as "An immortal crow that travels from vessel to vessel at will".  What they mean by this is that each of your characters is just a shell that you are inhabiting at the time.  As you start out in the game, you pick from one of the 12 races and 11 classes.  Nothing is restricted in terms of gender or faction. The only restriction is that each race is limited to specific classes.  You start out in one of these "common vessels" and play the game.  Eventually you can craft or find upgraded versions of the "vessels", that allow you to build a stronger character.  The higher the vessel's rarity, the longer it takes to level and the stronger the bonuses are to your stats.  It sounds like the Crowfall devs want leveling to be a fast and easy process, so it doesn't feel like a grind to level up a new vessel / character.

Crowfall also emphasizes the idea of having multiple characters to really maximize your gameplay.  You will have some characters for combat and others for crafting & gathering.  The idea is that you will have lots of options so you don't get bored with just a single character.  To top it all off, Crowfall has a real-time player progression system similar to EVE Online.  Each of your characters levels up the normal way in PvE / PvP,  but your account as a whole is always progressing in real time.  Your account gains skill points every few seconds whether you are online or offline.  You invest those skill points into various skills that benefit every character on your account.  It unlocks new abilities, stats, etc. so that your characters can improve even when you're offline doing something else. 

While there are 11 basic classes in this game, that is only the beginning of your character progression.  Around level 20 you get to pick between three "Promotion Classes" that specialize your character in whichever of those three options you want to play.  Crowfall goes even further by introducing "Disciplines".  As your character levels up you get "Trait" points that you assign in your skill tree to unlock abilities, stat bonuses, and discipline slots.  You can find or craft Minor Disciplines that usually grant your character 1 or 2 new skills or passive bonuses.  You can also equip up to 2 Major Disciplines that function like sub-classes for your character.  They add in 4+ new skills and bonuses that allow you to customize your character to your liking.  For example, you could be playing on an in-your-face melee DPS character like a Myrmidon.  Then you add in two Major Disciplines that add some healing abilities, ranged spells, etc.  I don't know how many Major Disciplines will be available when the game launches, but even in Closed Beta there are over 40+ unique Major Disciplines to play with.  There are also Exploration Disciplines that impact your character's resource harvesting / crafting abilities.  All in all it is one of the most varied character progression systems that I've seen in a MMORPG.

The game is "Buy 2 Play", meaning that once you have bought the game you can play it forever (for free).  They do have a VIP Membership that functions like a monthly subscription, which gives you a few benefits that allow you to progress faster in the game.  Otherwise the cash shop is cosmetic only, and they claim that nothing sold in the cash shop will impact the gameplay outside of how things look (cosmetic).  Right now you can purchase the game during the Closed Beta and get it for $40 instead of the standard $50 cost.  On top of that, they currently have a promo where all you need to do is join a Guild on your account, and you get 20% off!  It worked out to about $31-32.  That promo is only active until August 23rd, so don't wait too long!

Come join us and check the game out!  If you have any questions, post here on the forums or find us on Discord. There are usually people on the COTP Discord server right now as the Beta is fresh. 

Here are a few decent videos to check out:
 
 
 
 
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By Damis

Conan Exiles - Time To Mount Up

It is time to mount your steeds and ride across the plains of the Exiled Lands. One of the most sought-after features since Early Access launch is a reality: Mounts are now available in Conan Exiles!  You can engage in mounted combat and level up your pets and thralls, so they grow more powerful the more time you spend with them.
MOUNTS
Getting a mount works the same way as getting a regular pet. You will first have to find a foal, then bring it back to a Stable to raise it. Stables work the same as Animal Pens, but are for horses only.
Like Pets/Thralls, horses will grow stronger as they level up. Raise several different horses to find one with the stats you like.
Once your foal has grown into adult horse it can be placed in the world, like a regular Thrall/Pet. To ride into the sunset like your favorite cowboy you’ll need to equip your horse with a saddle, which can be unlocked at level 20.
Saddles will have different effects on your mount:
Cavalry Saddle – Fast acceleration, maximum speed, minimum defense, minimum maneuverability Scout Saddle – Long sprinting time, medium speed, low defense, maximum maneuverability Warhorse Saddle – Slow acceleration, minimum speed, high defense, low maneuverability No matter which saddle you choose, using a horse to get anywhere is significantly faster than running on foot.
MOUNTED COMBAT
With mounts we’re also introducing mounted combat. Shoot your enemies from afar with a bow and gallop away before they know what’s going on. Grab a sword, axe or mace and swing away from the comfort of your steed.  Equip a pike or a spear and attack your enemies by stabbing at them or equip a lance and tear through your opponent’s defenses with a mighty charge.
We think mounted combat is going to add a whole new level to Conan Exiles’ PvE and PvP gameplay and we’re excited to hear what you think.
PET/THRALL LEVELING
We’re also adding a leveling system for Pets and Thralls that can follow you. Leveling a Follower grants them increased stats and special bonus Perks.
When placing a Follower, they start at level 0 with a base set of Attributes. Faction and Tier determines growth rate and base Attributes, to make sure similar pets and thralls won’t be exactly the same. You can check your Follower’s Attributes by selecting “Info” from the radial menu.
Killing enemies when a Pet or Thrall follows you will grant them experience points. Crafting, exploration and other activities will not. Pets/thralls will only gain experience points when they are following you. Pets/Thralls will gain perks as they level up, which will further enhance their capability and grant bonuses to Attributes. The more specialized the Perk, the greater the bonus.

Conan Exiles: https://www.conanexiles.com/
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By Damis

7 DAYS TO DIE - Alpha 19 B-157 Experimental Released.

The Fun Pimps are working towards another huge upgrade for the survival game 7 Days to Die, with a new experimental build out now to try. It's a massive upgrade again to many areas of the game. Some of what's new includes: Linear Color Space Lighting, Improved Gamepad Support, New Survival System & Critical Injuries, Interactive Loading Screen, Food and Water Bars in the UI and HD Characters.
Alpha 19 Official Release Notes
https://7daystodie.com/a19-official-release-notes/
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By Damis

Camelot Unchained Newsletter #67

Slowed but not stopped. 
We are now entering the new 90 day development period.  So we expect to see giants in all their glory or at least an early version.  Also, they plan on starting up a persistent world on a 24/3 [weekends] server run by their overlord program.  Some things we may also see during this period is are the Spirit mages and dragons as they start to get flushed out.
This months newsletter:  https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642244
News: https://camelotunchained.com/v3/category/news/
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Elark

Publish 10 is now live

Recommended Posts

https://www.swgemu.com/forums/showthread.php?t=221980

 

Publish 10: The Rise of Galaxies


System

  • Improved server stability
  • Various Server Optimizations
  • Fixed Memory Leaks

Spawns/World

  • Fixed duplicate mountain squill spawn outside squill cave
  • Added no build zones for FS Village Phase 3 Base Locations
  • Adjusted spawn timers on various NPC's
  • Fixed some factional NPC's failing to aggro Players
  • Axkva Min's Guard now properly spawns and assists her when she is attacked
  • Adjusted no build zones around Jedi Enclaves
  • Fixed various Tatooine Region spawns
  • Fixed Grovo rancor spawn at Nightsister Stronghold
  • Adjusted experience payout for a few Imperial NPC's
  • Corrected Teras Kasi Artist Trainer Location on Talus
  • Added missing Chef Trainer in Bestine, Tatooine
  • The Trained Veermok in the Sulfur Pirates Cave on Lok will no longer aggro its trainers
  • Issue preventing the Hero of Tatooine Wild Bladeback Boar from respawning after being killed has been corrected
  • Potential case fixed where the Hero of Tatooine Pirate Leader and Pirates would not respawn

Creatures/NPCs/AI

  • Added hue color variations to various creatures
  • Fixed various creatures/NPC's getting stuck on cell boundaries when pathing
  • Fixed issue allowing creatures to be dizzied and kept knocked down
  • Fixed various factional NPC chances to hit
  • Fixed Lowland Brackaset milk type and diet
  • Added various appearance templates to Dark Adepts and Dark Jedi NPC's
  • Added missing system message when a player attempts to loot an empty corpse
  • Prevented the loot window from opening when a corpse has no items to loot

Events/Dungeons/Theme Parks/Quests

  • Added Bestine Elections
  • Re-Wrote The Warren Screenplay - Fixed many issues players were having when trying to earn the Badges achieved here.
  • Re-Wrote Geonosian Cave Screenplay and fixed various bugs within
  • Corellian Corvette Terminals are no longer usable if the player is in a different cell
  • Badge is granted to all those in the group when completing the Corellian Corvette
  • Reward is now given to all group members from mission NPC after completing Corellian Corvette
  • Destructible buildings for missions spawn sooner when a player moves into range
  • Fixed destructible building terminals not appearing when spawned
  • Corrected issue preventing Hero of Tattooine Hermit from giving the missing Mark rewards
  • Mark of Courage will no longer be given with serial number showing in examine window
  • Fixed bug with Death Watch Bunker Voice Control Bomb Droid
  • Fixed an issue with a conversation string for some of Jabba's Theme Park NPC's

Combat

  • Added check to disallow players to attack other players inside a building they are not permitted to enter, this includes AoE attacks.
  • Added check to disallow players applying poison, disease, heals and enhancements to players inside a building they are not permitted to enter, this includes AoE applications
  • Fixed issue with PvP ratings calculating incorrectly
  • Fixed issue causing PvP rating throttle message to be sent at the incorrect time
  • Changed PvP rating kill list to be stored on the killer instead of the victim
  • Fixed the "Defense vs" Defenses calculation to always allow a chance for a State or Posture to Apply
  • Fixed Armor Piercing to be calculated against Personal Shield Generators and adjusted the decay rate

Crafting

  • Ingredients can now be removed from an ingredient slot during ingredient input stage of crafting
  • Fixed erroneous ingredient in Light Blaster (red) Draft Schematic
  • Fixed factories consuming all identical single components in a hopper at once

FS Village

  • Aurillian Plant will now correctly go above very fast growth rate
  • Corrected issue with Aurillian Plant showing dead when it was still alive
  • Profession XP Modifiers will no longer apply to FS Experience Conversions
  • Issue fixed with Captain Sarguillo Patrol Points not despawning when arriving at next point
  • Captain Sarguillo Phase 3 Mission Base Timers will now reset appropriately
  • Phase 3 Bases now eject players that are still within shield range when they are reset
  • Phase 3 Base gates will no longer randomly persist in the world after they have been destroyed
  • Added Option to Dageerin Conversation to replace existing Radiation Sensor
  • Players are no longer able to accept multiple Phase 4 Captain Sarguillo Missions
  • Fixed FS Experience transfer window failing to close when Player goes out of range
  • FS Intro Quest not updating when looting the datapad from the Sith Shadow
  • Sith Shadow not having waypoint datapad as loot all the time
  • Added Functionality to re-grant Force Sensitive Box upon login if it was surrendered

GCW

  • Fixed Player Base Layouts to better reflect live
  • Terminals now spawn at random locations during the vulnerability period of a player base and de-spawn when the period has ended.
  • Adjusted placement of player base HQ Terminals and other terminals within bases
  • Corrected issue in Player Bases with Security Terminal becoming bugged if the slice failed
  • NPC's are now removed from the world when a Player destroys a PvE Player Base
  • Added system message when a player breaks the perimeter of a PvP Faction Base Minefield
  • Imperial SF Tactical Centers now list correct on the Planetary Map

Housing/Cities/Structures

  • Waypoint to a structure is now removed when a structure is Destroyed (Not retroactive for existing structures)
  • Fixed Structure Ejection issues. Players should no longer get stuck in the doorway or be placed under a building if ejected from any structures.
  • Corrected issue causing deleted players to not be removed from Housing Administrative lists
  • Increased range for structure /payMaintenance command
  • Fixed an issue when inputting power into factories and harvesters
  • Added mail message when a building is destroyed due to decay
  • Residency change cool-down no longer affects placing a city hall
  • Player owned Hospitals will now correctly auto-heal Health and Action wounds

Items/Loot

  • Fixed players not being able to loot No Trade items from corpses inside structures
  • Fixed Armor Condition Decay Rate to better reflect live
  • Fixed issue with the Condition on the Rebel Marine Armor Chestplate loot from the Corellian Corvette
  • Fixed the Heat vulnerability on Rebel Marine and Stormtrooper Armor types
  • Rancor Bile will now have the accurate attributes on them when looted

Pets

  • Incapacitated and Corpsed Mounts are no longer able to be mounted
  • Fixed being able to make a Faction pet attack while a player is swimming
  • Fixed duplicate system message from being sent when faction pets were auto-stored

Misc

  • Added Bazaar & Vendor Text Search and Min/Max Price Filtering Functionality - Players must run the SWGEmu Launcher in order to update to the correct Client UI File!
  • Fixed issue with Player Trade window if one part unchecks the accept box
  • Corrected permissions for players in the New Player Tutorial
  • Random Player Name generator will no longer generate names already used
  • Deleted character names now usable 15 minutes after deletion
  • Fixed error when a player would try to select a non one time Veteran Reward
  • Burst Run's HAM cost is now modified by the players secondary stats

Professions

Artisan:

  • Removed Action Cost from Melee Weapon Power-Up Primary Stats

Bounty Hunter:

  • Added Player Jedi Bounty payout increase for Force Ranked Jedi
  • Fixed Fast Blast to correctly divide max damage evenly over Health, Action and Mind Pools
  • Adjusted Fast Blast attack multiplier to better reflect live

Chef:

  • Fixed minimum nutrition value on several Chef draft schematics
  • Ormachek Dish now correctly gives its experience bonus

Commando:

  • Fixed Grenades not bypassing Jedi Saberblock
  • Fixed Heavy and Consumable weapons ignoring Jedi Saberblock

Droid Engineer:

  • Fixed ambient droid pet sounds for most droid pets - Not retroactive for already crafted droids

Entertainer:

  • Fixed the /stopListen command to function without target or parameter
  • Corrected Droid Effect Modules to only delay between 3-60 seconds

Jedi:

  • Added Force Ranking System
  • Added FRS Skill bonuses
  • Added /showCouncilRank Command
  • Added ability to recover Jedi Items from Enclave Voting Terminal
  • Added Force Defense skill mod damage reduction to incoming Force attacks
  • Fixed Force Power attacks to use ability accuracy vs Force Defense when calculating chance to hit
  • Fixed Players unable to restart Knight Trials after dropping Rank Member and Jedi Knight skill boxes. These Players must visit a Force Shrine to begin the Trials again if they are still eligible
  • Added check to ensure a player is the correct Faction for their chosen council during Knight Trials
  • Various Bugs with Old Man Encounter
  • Architect Padawan Trial NPC will no longer agro a player with negative Gungan Faction
  • Jedi now gain visibility when entering combat with a lightsaber
  • Fixed bug in Spice Mom Padawan Trial
  • Fixed notification window when dropping FS Skill boxes during Padawan Trials
  • Fixed Force Speed Ability calculation to give the correct speed boost
  • Corrected amount of Force gained from Force Absorb Ability
  • Refactored Jedi Force Power abilities
  • Corrected modifier on Force Resist Bleeding Ability
  • Fixed Force Weaken to function closer to live
  • Fixed Force Intimidate 2 area of effect range
  • Fixed Jedi Resistance States and Jedi State Defenses to be calculated separately
  • Fixed Jedi receiving duplicate cloning window when cloning at shrines and enclaves
  • Fixed on hit force costs when player has both Force Armor and Force Shield active
  • Force Drain will now function closer to live and have a varying range on the amount of Force that is drains
  • Force Drain cooldown will now be correctly reduced by Force Speed
  • Adjusted Channel Force bonus and HAM debuff to better emulate live values
  • Jedi Heal cooldown timers now better reflect live
  • Enhancer Transfer Force Ability will now mimic live functionality

Medic:

  • Diagnose Ability will now correctly work on NPC's and Creatures

Pistoleer:

  • Changed Double Tap ability to function closer to live

Politician:

  • Fixed Player Skill Trainers able to be placed in water
  • Fixed Player Skill Trainers able to be placed while incapacitated or dead
  • Fixed ability to summon /recruit interface while Player is incapacitated or dead
  • Fixed an issue with city decorations not be able to be placed again after being picked up

Ranger/Scout:

  • Fixed Creature Knowledge Skill requirement to display creature difficulty level in examine window

Squad Leader:

  • Squad Leaders will now receive their own passive group buffs

Teras Kasi Artist:

  • Fixed an issue with Defense Acuity not properly working as a secondary defense

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