January SOTG from Marie below!
Happy New Year! This month we’re focusing on improvements to existing systems and areas while we lay the foundation for some major new systems that will make their debut later on this year.
In January we will be releasing the much requested bomb mechanic for use in Territory Control which will give players another method of taking down the keep doors and allowing for some new strategies and tactics. Post January we will be adding Territory Control to all sectors to give players more ways to capture towns and areas for their factions. In the coming weeks Affa and Neverender will be giving you a behind the scenes look at how we will be taking the concept of a limited area Territory control system and applying it to the world, how it impacts existing control mechanics and what’s improved from the original design and where we are going with faction mechanics.
Kaibab Forest will be getting a little more love with some new level 30 -35 missions that focus a bit more on LifeNet and its “capabilities”. As we move forward with more dynamic systems we will also be working to expand the lore and getting back into the rich history of the plateau and the people responsible for it. We’ve also started cleaning up some of the flow in the starter zones addressing some continuity issues and working on overall improvements to the sector one missions.
Systems has been adding improved rare treasure drops to our Master, World, Scavenger and instance bosses, as well as some of the harvesters and nodes, giving players a chance at all of the rare components and other goodies available in FE.
As for art - based on the feedback we received with the Embry reworking, the art team has jumped in to a slightly more ambitious project – revamping and improving Haven. In addition to fixing the frame rate issues around the town we wanted to pull the Lightbearer aesthetic more in line with a post-fall world while also improving the gameplay and flow of Haven.
Since the world is coming to an end in December (trust me, I know some Mayans) that doesn’t give us much time, so we’d better get moving on some of those big important systems we’ve had in the pipeline for way too long. The augmentation system is first up, giving players a way to customize and improve weapons and gear. Maenad will be speaking more on this shortly as we finalize the design and move into production.
This month we’re also breaking ground on one of the biggest systems we’ve ever done. It’s still too early to really get into details on but we’ll make sure this one was worth waiting for.
On that admittedly cryptic note…
…see you in the Wasteland