As a Backer, I’d like to be able to be able to play an Archer.

Manual aiming revisit post re-ab – Complete

Smooth out targeting camera’s tracking of the hit position. – Complete

Switch to modal cursor tracking. – Complete

Add spatial query to arrows. – Complete

Snap view yaw to the aiming yaw . – Complete

Server-driven auto-advancement when not aiming. – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 01

Additional pine tree variation set. – Complete

As a Backer, I’d like to find unique environment props, or unique locations, that add flavor to the environment while I’m exploring the Biomes.

Ruined statue environment accent v3 – mats – Complete

Ruined statue environment accent v4 – mats – Complete

Ruined statue environment accent v5 – mats – Complete

Ruined statue environment accent v6 – mats – Complete

As a Backer, I’d like to know about smaller changes that don’t have their own user story.

Wait for building plots to finish before making server available. – Complete

Update and add variants of CSE_WARN message. – Complete

GroupServer, API, and Game server setup use read-only StateProvider and Handlers. – Complete

Create DefRef, a method for looking up a reference to a piece of data. – Complete

Update CSE store styling – Mockup. – Complete

As a Backer, I want to be able to own a plot of land and build within it. – First Pass

Add the ability to specify block type by ID for building commands. – Complete

Support permissions for groups and guilds. – Complete

As a Developer and Backer, I’d like to see improvements in lighting and rendering.

Change particle OIT blending to post multiplied. – Complete

As a Backer in Beta 1, I’d like to play as a Crafter with basic gathering and crafting mechanics for testing.

Check inventory limits before collecting items from a completed Vox job. – Complete

Add factionBonus fields, new resistances, min/max quality, unitmass, and tags to designer data sheet – Complete

Update Vox functionality to support new substance code: Grind, purify, refine, shape, and make. – Complete

Resource Nodes:

Optimizing Resource Node network communication to only send over the list of possible resource IDs and the index of the current one. – Complete

As a Backer in Beta 1, I’d like to have a selection of character emotes to use.

Update emotes with skirt animations. – Complete

Update emotes with cape animation. – Complete

Non gender/race specific – Kneel. – Complete

Improve 2-handed spear attack to better convey high, mid, low, end points. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians

Second pass – weapons scale audit. – Complete

Spear v2: Complete. – Complete

Polearm v2: Additional material work. – Complete

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.

Revisit cooldown post re-abilitation. – Complete

As a Developer, I’d like to prototype various combat animations to support future system improvements during Beta.

Upper body two-handed hammer crushing attack prototype:

Two-handed hammer – Skirt and cloak secondary animation improvements. – Complete

Two-handed hammer – Update torso to better blend to lower body – based on improvements to tech. – Complete

Two-handed hammer upper body combat locomotion. – Complete

Update two-handed hammer animations to use updated skeleton. – Complete

Two-handed greatsword animations:

Upper body combat locomotion. – Complete

2-Handed Axe Animations:

Offensive attack 01 – Slash high. – Complete

Offensive attack 02 – Slash mid. – Complete

Offensive attack 03 – Slash low. – Complete

Alternative recover and prep phases for longer ability duration. – Complete

Greataxe upper body combat locomotion. – Complete

Audits and improvements to pre-existing assets:

Empty-handed combat locomotion. – Complete

Improve two-handed staff combat idle. – Complete

As a Backer, I want to seamlessly move between islands and zones without being aware that I’m moving between different game servers.

Physics Subzones:

When changing zones on the client, avoid disconnecting from the destination zone. – Complete

Allow client to connect to multiple game servers automatically:

Use world time to determine which server owns an Entity. – Complete

Use Presence server to spawn players:

Store buffer until we spawn the player. – Complete

As a Developer, I’d like to pull the physics server out to its own process for improved network performance.

Read build vars from config file on physics server. – Complete

As a Backer, I want an animation system that blends multiple animations together, and allows for immersive and fun combat.

Added ClipTagSement members to ClientSoundEffect and ClientParticleEffect/Def. – Complete

Add startSeg and endSeg properties, so all types of effects can be synchronized with ClientSkillAnimations. – Complete

Added IsStarted/IsRunning/IsStopped to Effect. – Complete

Add PendingEffects to ClipPlayer. – Complete

Use proper animset from choosing walk animations. – Complete

Added ClientSkillHit to ClientSkillEffect. – Complete

Added BoneAliasTagUtility and BoneAliasTags.csv so tags can be added to BoneAlias enum. – Complete

AnimModel selects the first matching BoneAlias when running a ParticleEffect. – Complete

Don’t stretch prehit and posthit segments of animation clips. – Complete

As a Backer in Beta 1, I’d like to use a siege weapon.

Second pass: Realm-specific siege weapon concept art. – Complete

First pass scorpion silhouette concept art. – Complete

For those of you ready for some art from the week’s work, let’s start off with siege engine concept art as a continuation from last week’s update. First off, for comparison, we have the Arthurian siege engine.

This week Michelle created a variation for, first, the TDD.



And here we have the Viking variation.



As we’ve said, we’re working to make the best of our time, and plan to get in these realm variations for B1. Next up, we have several new statues, or ruins, you may find in the world of CU.







And here’s a shot of the last two, within one of our forests.



To finish things up, let’s head over to our characters who continue to get love from animation, allowing us finally see them, weapons in hand, ready for combat. Here we have a female Tuatha in her medium armor, one-handed axe and mace in hand!



That wraps up the week here at CSE. Stay tuned for our continued hard work and progress as we head to Beta 1. If you’re a new Backer, welcome aboard! We look forward to catching you on our live streams or on our forums. For those of you who been with us since the beginning, we’re looking forward to meeting you on the battlefield.

Have a great weekend all!

– t and b