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Found 87 results

  1. More artwork, more tools, more weapons a whole lot more of the usual stuff. Plus, npc pathing is going 3D so they are able to navigate within structures / rugged terrain. Great news. Word of the day: Linuxification [CSE is converting alot to Linux] find more info on this in the newsletter. This months newsletter can be found here LINK
  2. The heat is not stopping this games development... Art, sound, siege and many of the normal topics are part of this months newsletter. This months newsletter can be found here LINK
  3. Things are heating up as we enter summer, both here in the northern hemisphere and Camelot Unchained. It is one thing to shoot at your enemy from long distance with a trebuchet and totally another when your are beating at their door with a battering ram. Yes, rams are finally out of concept and in beta to start testing. They requite at least two bodies to move and conceptually operate. For optimal operation with the fastest speed it requires seven bodies. Having said that there are a few other caveats to this equation. Two low mass, low strength Lucherpan's may not be enough to get the ram into the battle before it is all over. Whereas seven Jotnar warriors may already be slamming the door down before the guards have time to man the ramparts. Remember, in CU choices matter. Without further ado, This months newsletter can be found here. LINK
  4. To me, the UI is everything in a game. Pretty icons is one thing but icons attached to words, actions and abilities is a big leap for me. All of these are now starting to evolve into reality. I feel a game is actually getting made now. Working doors, movable siege engines and cows as ammo. This all sounds like a real game I will enjoy playing. While all promising there is still a long way to go. This months newsletter can be found here. LINK
  5. Siege warfare was the task at hand for this months daily tests. The attack on Cherry Keep [TDD stronghold] tested many things from the siege warfare to updates too the character modeling and ability affects. Busy busy busy times with all that is changing. I already knew you can die from collapsing debris or enemy fire but I encountered a new one. While jumping up on a wall segment of the keep I encountered an unseen flaming bolder shot from a trebuchet that was passing over the same segment of wall. The result was mostly what you think it might be. I died instantly. You can see this months newsletter HERE LINK
  6. Spring has sprung and so has the fortress walls. Siege warfare is in full swing in CU testing. New to the fray are the magic mortars the mages are using to hurl AOE spherical explosives over the walls into the hapless defenders. During last weeks test, while traversing the bottom of a keep wall, I noticed an incoming trebuchet shot. I instantly gauged that this high trajectory would sail far above my head. I was right. What I did not do is to keep track of it as I heard it pass overhead and explode. Soon after, a large section of the parapet has upon my head and I was dead from the falling debris. Gosh, this will be fun! You can see this months newsletter HERE LINK
  7. Another month, another newsletter. As you read through the newsletter you will see there are alot of things going on all at once. For the most part this is all internal and code related not a whole lot of things that are visually apparent to the non CSE tester, yet. You can watch this weeks weekly update to see that there is lot of things in the works that are just not testable by non CSE folk at the moment. EOW Wrap-up This months newsletter can be found HERE. https://us5.campaign-archive.com/?u=2b70fd18d895dd960141bac55&id=ccb88365ed LINK
  8. Things are starting to come together. As a tester I am no longer tied to simply killing my enemy via one on one combat. I can now kill them en mass as they frolic beneath the keeps walls and towers via collapsing rubble. I am a good shot with a trebuchet. As far as baseline engine development, they are breaking all the rules. Just think about seeing a battle with 3,500 players while maintaining 30 fps. This months newsletter can be found here. https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-51 LINK
  9. 2018 was a productive year for Camelot Unchained. In this months newsletter we get a look at Max's board game, The Depths Board Game. Sounds fun. Next, Ben talks about where they are on building destruction and the game of siege. I love multi person siege equipment. Let the best team win. To finish off the year of 2018, Mark Jacobs covers the current state of the game. This months newsletter can be found HERE https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-50 LINK
  10. Another month of development and we are all a bit closer. Testing of the 64bit client is in progress by the people with IT access as well as the insertion of Coherent UI. Mage classes will be in testing in the near future. This is almost like watching Michelangelo work in the Sistine Chapel, slow and tedious but in the end a masterpiece. Patience is a virtue. This months newsletter can be found HERE LINK
  11. Another month and another newsletter. Many things are in the works in the background as the studio tries to climb over two major humps. Converting to the 64bit client and integrating the new UI based on Coherent's UI interfaces. So in the meantime testing is sparse and changes mostly invisible to the testers but we plod on. This months newsletter can be found here LINK
  12. After final testing today.. the word is beta 1 starts tomorrow, July 31, 2018 at noon eastern time.. Countdown timer: https://www.timeanddate.com/countdown/generic?iso=20180731T12&p0=263&font=cursive&csz=1 Countdown This is a old school beta to test many basics of the game. Beta 1 is expected to last 9-12 months.
  13. Just 33 days until Beta 1 launch. It is starting to feel real as we get closer. The updated CU store and available packages is still hidden as of this publishing but should be available soon. GDPR has taken up much of their time this past week but the end result is promised to be great for all CU supporters. You can view this months newsletter here LINK
  14. The studio definitely has its nose to the grindstone now. With only 65 days left till Beta 1 things are changing by the hour now. Testing is fast and furious and you can see an actual game emerging from the fog. Without further adieu.. you can view it here LINK
  15. Time is passing fast. We only have 96 days remaining as of this posting until the start of Beta 1 on the 4th of July. I hope everyone has planned time in their gaming budget to attempt to bring down the servers on the 4th. Well at least time enough to give it a try for this possible five day weekend as nothing can test a system better than a huge surge of folks trying to log in at once. Testing, testing testing. To check out this months newsletter you can find it here. LINK
  16. Beta 1 is finally going to happen. On the 4th of July, 2018, CU plans to open the doors on the long awaited beta. So if you currently own a game package that includes Beta 1 access you will be allowed of play test the game on this date. Currently only fighters, healers and archers are promised for this launch. Every realm will have at least two races available to choose from for character creation, basically humanoids and Luchorpan's at this time. What will actually be available for beta launch will change as we move forward but this is what to expect as a minimum. To see the newsletter, click HERE LINK
  17. A perfect start to a new year. CSE has big news to start the year off right. From a big financial windfall to several new hires. All of which points to getting the game out on a quicker pace than it had been on recently. So without further delay.. Here is the new style newsletter with alot of great news... LINK
  18. Finely, the months and years without beta are quickly coming to an end. By the end of January 2018, CSE will have some big announcements that will make everyone happy. While it has not been disclosed as to what the announcements are, the speculation mainly revolves around the beta announcements. Now for a wrap-up of some of the work over this last month here is the final newsletter of 2017. LINK
  19. We now can pick up the scent of the upcoming beta in the winds. The Saturday Night Siege concepts are rolling out weekly and they all point to two things. We are testing beta elements right now and they are truly fun as we get to kill each other. After years of mostly behind the scenes tech and engine building CU is finally building the game elements that people can see and touch. At least those in internal testing and some with beta access. Soon Beta 1 will be on the horizon. You can find this months newsletter here. LINK
  20. This month we continue on the long march to beta. Some of the notable topics of the month newsletter are "The Dragon Circle" and "Dragon Challenges" both of witch are what we can expect once beta 1 starts. The concept is to make beta testing fun for the community at the same time test required elements of the tech. So expect alot of fun testing of actual planned game mechanics from siege warfare to group on group battles. For now this is all still in development and there is no official start date. But beta testing looks to be actually very fun once it does start. You can find this months newsletter here. LINK
  21. This months newsletter covers alot of the current progress towards Beta 1 and is a good read. This month in the forums boils down to one main topic that has generated a whole lot of interest / posts / questions / concerns and in general just about everything under the sun. This topic is CU's planned Grouping and Social Systems. They plan on having 5 types of groups, Solo player, Warband [party], Battlegroup [raid], Order [guild] and Campaign. You can read about this grouping and social system in its current form in the BETA 1 DOC, starting with page 34. Link to Beta 1 Doc. You can find this months newsletter here LINK
  22. There is a smell in the air. I think CU Alpha is starting to smell done. Things a changing fast and there is now a glimpse of a light at the end of the tunnel. The Beta 1 document is growing weekly and many exciting elements of the game are starting to come into focus. To view this months newsletter, you can find it here LINK
  23. A quick snippet from this months newsletter.. "Over two thousand PC clients running around in a small space!" As you can see both the clients and the servers are really coming together. New elements are added weekly like individual inventories and still the game runs very well. From my perspective, beta is steadily coming into better focus each and very week. To see this months newsletter you can get it here. LINK
  24. A very productive June at the CSE studios. We are starting to see a real game coming together. Whenever you can run through an open field and crank your bow up in the air to fire a flaming arrow and watch its arched trajectory before exploding on its target, you know you are getting somewhere. A whole lot more gameplay elements are now in testing within the CU alpha. It is starting to feel like a game now. You can now see a bit of the current progress and state in this months newsletter here. LINK
  25. May has been a productive month for CU, especially the multi server tech that allows a player and objects to "seamlessly" transition from one server to another without knowing it. The mind blowing part to me is the ability to see into the other server and interact with it as if they were truly on the same giant server. To explain more clearly, island A may be server X and island B server Y can see and fight between each other. Not only people can transfer freely between the servers but so will projectiles and basically everything else in the game. To find out more on the current progress of CU you can check out the newsletter here. LINK
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