June-July Update: Vehicles and Mounts

Good afternoon community! We’d like to start by apologizing for running a little behind on our update post this month. Work to clone Sarrene continues in hopes of building a super army of developers fueled by coffee. Should we succeed the game will be done three days later. Joking aside let’s get this update off to a roaring start and jump into today’s topic.

We’ll be covering planned changes for vehicles and mounts. With the world rebuild, and terrain changes ahead of us we wanted to address how players will navigate their new landscape. As always the process had to be considered from several angles.

This revamp will allow us to update the existing system while adding new features. These changes are still in the design phase and subject to change. We look forward to your feedback as we progress. During this revamp we will be recreating both the mechanical and creature models.

Mechanical Vehicles

The mechanical vehicles will be reclassified under the NPC system as vehicles and no longer listed as a character NPC. These new models will have new rigs created for movement and placement. These will include 1 to 10 bones. We will be creating an attachment system to add to these new vehicles.

Single-player boats

Hoverboards (non-wheeled)

Bikes / Speeders Wheeled Hover

Auto Wheeled Hover

Mechanical Creatures Terran Horse

Mechs TBD (Must review current art and mechanics.)



The player customizations for their vehicles will be covered more below under dynamic parts. Due to changes to the terrain, and biomes some creatures will be removed and replaced with new models. While many of the creatures you’ve come to know will remain they will have texture updates to their models.

With these updates to the system, we’ll be introducing new vehicles. These will be added in phases, and do not include assisted in-game transit such as the shuttle. While we won’t be going into deep detail today, you’ll find a brief list of planned additions below.

Creature Mounts

In addition to our traditional vehicles, players will also see the introduction of new mount species. Terrain changes have allowed us to consider the habitats and behaviors of new creatures from a fresh perspective. For example, mounts from certain regions will have a small attribute boost which helps them navigate the terrain better.

Should you suffer a life-ending injury while out exploring your creature mount will be able to navigate safely back to their stable. So no need to worry about your beastly friend so long as he survived your encounter.

The decision to make changes to the creatures and creature mounts was based on the following. Many of the assets are or have been sold on 3d market sites. Additionally, we wish to have creatures that fit the world biomes and lore more cohesively.

Calaprates - new texture and gear.

Rocharus - new texture and gear.

Dragon-type (reptile) - land

Sloth-Bear type (prehistoric) - land

Avian type - land

Display of your vehicle and mounts:

In a world full of car and pet enthusiasts we understand the need to have a visual connection with your favorite speeder or trusted companion. Currently, if you wish to display a vehicle you must craft a useless “blueprint” version. Under the new system, you will be able to place your vehicle as you wish on your housing or city plot or park it in your garage. These garages will be separate assets. Personal housing plot addons will be small garages, while medium and large garages will be available for guild plots. The same principle will apply to your creature mounts. We’ll be introducing stables so you can leave your creatures inside to display until you want to use them again.

Vehicles and Mounts using the Dynamic System:

With the revamp of the system players will note related changes in the crafting system that will allow for the use of dynamic parts and colors. Both parts and colors will assist the player with a variety of customizations and upgrades for their vehicles and mounts.

Mechanical vehicles and mounts will allow for the addition or removal of dynamic parts. The addition of these parts will result in upgrades to the vehicle in question. All upgrades will slightly increase the durability of the item. Creature mounts will utilize dynamic parts in the form of tack and gear. These will include such items as saddlebags as well as optional cosmetic choices. As is true with most craftable or purchased items the vehicles will be done in sets and tiers.

Creature mounts will utilize a dynamic color system. This will allow the application of a variety of color and decal choices. To include but not limited to dyes, and brands.

Location Use:

In the future players will find certain limitations applied to various mechanical and creature mounts. One example is the inability to enter certain structures while mounted. These will be applied based on asset type eg. buildings, caves, etc. Additionally, they will be set to read region, and trigger types in those locations.

Limited Inventory system for Vehicles and mounts:

With new terrain, vehicles, and mounts comes the opportunity for exploration. While you’re out scouting the Northern reaches or the windswept desert we want you to have storage options. We’ll be introducing a new inventory system which will be applied to vehicles and mounts. Again this system is a work in progress, which means it is subject to change. Your feedback during the process will be greatly appreciated.

Tiered bags will be added, which can be slotted onto the vehicle or mount. In order to access these bags, the vehicle must be actively spawned. As a bonus, players will be able to access the active vehicles bags from their bank terminals. Basic bags with limited space will be given to the player. Though they will have the option to create advanced saddlebags via the crafting system or to purchase them from other crafters.

Health, Durability, and Condition:

As mentioned in other updates Repop will have a decay system in place. This is an important part of a healthy game economy. To stay true to this, mechanical vehicles and creature mounts will also utilize this system through durability, damage, and health stats.

Players will be able to repair their mechanical vehicles. However, upon repair, only the condition of the vehicle will be affected, and not durability. Vehicles will not decay when on display or stored. Durability will only be affected by use. The more damage the vehicles takes the lower its durability threshold will become.

In order to damage a vehicle, it must be targeted. Which means the player riding it must be targetable with the same ease. As damage is accumulated there will also be visual cues. We will be creating texture instancing or decals to show this damage. The bones or hook-points mentioned previously which use the attachment system will be used to show particle effects associated with the damage.

Creature mounts will utilize a health system, unique to them. Just like real beloved pets, mounts can age and eventually pass on. However, the condition of your mount can be repaired by healing via vet meds, proper nutrition with pet food, etc. Mounts will also see the addition of stamina. This will allow for small bursts of speed for ease of travel or evasion.

We hope you’ve enjoyed this small glimpse of the design plan for vehicles and mounts. Please be sure to join in on the conversation, and give us your feedback. As always we’re very interested in your thoughts on the subject. We will be releasing a survey on the topic of vehicles soon.

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