Previously we have demonstrated you the working system of Line of Sight on UO: Quintessence, which is a fully functioning ‘rogue-like’ LoS system integrated in the Quintessence client thanks to the power of the Ultima Client Shell system. The LoS will greatly influence the gameplay in a number of ways, such as during fights, in the process of spying, while hiding or searching for a secret object etc. Today we would like to show you continuation in development of LoS, by demonstrating our latest progress in LoS on the server side (for the fully functioning system it has to be supported on both the client and the server sides).

The Line of Sight system, as is evident on the following video, will be influenced by the number of factors, including your headgear (such as closed helmets, while providing excellent head armour will also penalize a player in LoS), player Stats, environment, light level, time of a day, other factors such as spells or player’s condition etc.

P.S. Our scheduled for October 2017 pre-alpha was unfortunately (or fortunately?) delayed again, due to the fact that our trailer and the new website are still in development. Good news is, the website is 90% complete and the trailer will be ready in a couple of weeks. This is when we will announce a public pre-alpha test for UO: Quintessence, which will focus on the most sensitive issues at the moment, including early bugs, new movement system, combat and FPS. New systems will be added during the pre-alpha so you can watch the progress and contribute to the development of the project [by your support, of course ;)]. Stay tuned!