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Found 65 results

  1. 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. You can find this months newsletter here LINK
  2. RvR battles are in full swing testing. Complete with warband grouping and destructible keeps with their own npc lords. Hopefully the planned 24x3 servers will be up and running within the next 90 days. I feel that once they open the doors for this semi persistent rvr battlefield many of former testers, myself included, will return and bang on the servers for some intense testing. This months newsletter can be found here LINK
  3. It is spring and there is something sprouting in the CU universe, a game. The all-important map system is coming to life. A new class is joining the ranks. Keeps and keep lords are in battlefield testing. And a whole lot more.. This months newsletter can be found here LINK
  4. In the new world we find ourselves in, working from home is now a thing. City State Games is no exception. All systems are a go and still producing the games we crave just via working from home. March CU video update on YouTube here This months newsletter can be found here LINK
  5. Better late than never. CSE is back on track with updates and here is the latest newsletter for Camelot Unchained [ not the the new game ] So the wheels of game production are back at work. Art is still churning along. Crafting is again in pruduction. Etc... Near and dear to my heart the C.U.B.E system is back in the development cycle. Whoot! Bonus: Wyvern modeling is in full swing. This months newsletter can be found here LINK
  6. The latest news out of City State Entertainment. Basically they have used the last four months to build a new game called Colossus. You have to read about it here and view and video to form your own opinion. This has opened a can of worms for sure. :() Read about it here. Colossus
  7. Happy New Year! I feel we will see great progress in 2020 as well as the opening of more testing for the community at large. This months newsletter can be found here LINK
  8. Happy Thanksgiving! This month linuxification is starting to throttle down as they near completion and NPC management is ramping up. This months newsletter can be found here LINK
  9. The sausage making continues... the studio grows and we have news from the head office. Today Mark Jacobs gave his "State of the Game" presentation. You can listen to his stream here and here. [2 parts due to a disruption] This months newsletter can be found here LINK
  10. In my humble opinion, finally a game is starting to emerge. Things are starting to click. Later in October, MJ will give a state of the game update where we expect to get info on the planned next phases of the game. I may be an optimist but I can see a 2020 release, especially now that there are several new engineer hires. This months newsletter can be found here LINK
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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.
  23. 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
  24. 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
  25. 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
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