Evening all!

Dink here with another Aetherforged update. I’ll say sorry now for the late post, turns out you can easily fill entire days with development!

If you haven’t already read Roenne’s lore or kit, make sure and check them out.

Fulltime Dink

Hopefully, you caught Friday’s stream, if not you can catch the first bit of the VOD here. The big announcement was that I have stopped my fulltime job, which means I’m 100% on Aetherforged.

This isn’t a stop gap between jobs either, this is something that I have wanted to do for a long time and only with the support of you, our community I have the confidence to really give this my all. I’d like to take a second to thank the following subs on twitch:

dg_omni

aelxbomb

scooterific

morgrhim

pavelow_sf

coonor9

thegoldenleek

testthelimit

prixie__

death12soul

dood_dodo

Going forward we’re going to be inviting subscribers to tests when they are ready, along with emotes and other perks.

Also, a huge shout out to Prixie__ with this months top donation!

It doesn’t mean you’ll have to subscribe to get the final game, just these small tests will be open to subs.

Backgrounds

With the dawning happening, we’re moving into version 0.0.1, Melvyn has created some desktop backgrounds to share the love.

GET YOUR BACKGROUNDS HERE!

September patch notes

Announcer is now announcing – some features left

The Visionary (Sil) got some animation updates

V4 of the map was completed

Map V5 started

Line, cone and area targetting for abilities started

Basic CC system in place, some simple CC’s are ingame!

Ingame UI update

Warcardinal (Lucan) was imported and his animations started

The shop got a range check (no more lane shopping!)

Fixed editors not able to see themselves when they spawn

Fixed projectiles serverside

Added check on game start to check well/mines status

Fixed a whole swathe of errors on startup

Some general unused file cleanup

Location indicator got an update

Twitch overlay got an overhaul

Aetherforged Reddit is now new and improved

New website overhaul

Cursor got updated

Announcer graphics

We’ve been hard at work to let you guys confirm that, in fact, you did die. Here are a couple examples of the announcer graphics.

Map updates – The revenge

With the previous update to the map, we’ve now just completed our version 4! Check out some screenshots below of the “final” map, and some new materials that Omegabeard has been cooking up.

With that, we learned an incredible amount about what we should be doing on future maps. Just a few thoughts below;

Building the map walls then placing camps/wells was the wrong order, it leads to some very awkward spots, natural pathing felt off and generally took a long time and lots of iteration. This time around we’ll be tackling lane entrances, general placement of camps/objectives then creating the walls based on natural clear paths for junglers. Playtest, playtest, playtest. We created the map with only a melee character, which lead to some odd features when we eventually got the visionary into the project. For example, you could almost attack minions from the edge of your tower range, which would have made ranged carries incredibly safe to play. Creating a ground texture in one go was not the way to go about things, leading to a huge amount of work, locked into place. Our future iterations will be created on the fly, with playtesting throughout.

Take a look at the iterations over the past couple of days:

Note: walls etc outside of the ground are still placeholder.

Jaromir

Jaromir is getting closer to completion, Apidae is taking a swath at his textures and doing a damn fin job! I can’t wait to get him in game.

Hearths roaring

Within the last month, we were really building up to the “Dawning of the forges”, there was a tremendous amount of work done by everyone on the team.

With going full time it’s been amazing to actually knuckle in and solve some creeping issues that have been plaguing us for a while, and I expect next months blog post to be even more insane.

I expect I’ll be streaming some more during the day, not exactly sure on the schedule but I’ll be sticking to the current one for now until I’m set up. In fact, there are three forgers being worked on currently, one in modelling, two in concept. If you check out the stream you might catch Apidae drawing one!

Thanks everyone for reading and I hope to see you all on the forges soon!

Duncan “Dink_Dunk” Duguid

Lead Developer