Public Test Realm

PTR v0.7.0 Build 42 Released!

Hiho, This is hopefully the final PTR tidyup sweep concerning the new spell systems added so far. I am deploying the PTR mid-week instead of Friday as this is a clean cut-off point, and I do not expect to have made sufficient progress on the status effects systems by Friday to warrant a fresh deployment.[…]

PTR v0.7.0 Build #40 Released!

Hiho all, Apologies for not posting news updates as the PTR has updated for the last.. well, almost 30 days… you see, i kind of snapped my arm off at the elbow in a bouldering accident so have been err, sub optimally existing. Anyway nobody cares about that so let’s take a look at what[…]

PTR v0.7.0 Build #32 Released!

Hey everyone! This week has been a productive romp through all kinds of bits and pieces. Firstly, the spell system now supports channelled spells. These are spells that perform an effect over the duration of their cast time – for example, in the above screenshot you can see our first test spell Volley is firing[…]

PTR 0.7.0 Build #31 Released!

Hello! We have made it this far into the games development without ever using something called shaders. To a game developer, this statement might sound insane… and now I am learning about shaders I tend to agree. Why the sudden interest in shaders? Well, since development began I have been fighting issues with rendering and[…]

PTR 0.7.0 Build #30 Released!

Hello everyone, For those who don’t follow the Discord #announcements that closely, I was unfortunately unwell for a time through December and early January, but am now feeling a lot better and am back to work. With work, comes updates 😀 This sprint was focused heavily on re-implementing a spell framework, with an enthasis on[…]

PTR 0.7.0 Build 28 Released!

Hey everyone, before we get into it, A QUICK NOTE FOR PLAYERS ON MAC: The live and PTR clients have both been updated today to remove the workaround for requiring -XstartOnFirstThread parameter when running on mac. The workaround was resulting in random crashes, so if you are on a mac I highly suggest re-downloading the[…]

PTR 0.7.0 Build 27 Released!

Hiho everyone, It’s Friday so it is PTR time! I have done a bunch of little PTR releases this week so this isn’t the feature packed Friday release we usually have, but in the spirit of working in sprints here it is anyway. This release includes a bunch of back-end data structure changes for the[…]

PTR 0.7.0 Build 26 released!

Hiho everyone, Got some good fixes and quality of life changes in today. Please do keep sending bugs and feedback via Discord, it is extremely helpful 🙂 I am rolling out an update today as I wanted to fix a couple of prominent issues that have been causing problems on the PTR, as well as[…]

PTR Build 25

Hello everyone, I have unfortunately been very unwell for the last 10 or so days, spending most of that time in bed sleeping… but although still a bit on the delicate side I am feeling much better now so it’s time to get back to cracking on with things 🙂 Ruhin is no longer able[…]

PTR Build 24

Hello, another day another build 🙂 Today’s changes have been mainly focusing on further refining how pushes work and further improving NPC behaviour and interaction, specifically around combat interactions with other NPCs and what happens when a friendly NPC finds itself no longer in combat. Pushes now prefer to push creatures away from the creature[…]

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