Building Gazluk Keep -- the new group dungeon in Gazluk -- took a lot more time to finish than we originally anticipated. A big chunk of the extra time was spent on basic optimization. This is a big dungeon with a lot of enemies, but still the dungeon had much worse framerate than we expected. We don't do a lot of client-side optimization during alpha, so I was pretty rusty at it, and there were new Unity tools to learn how to use, too. All in all, we learned a lot about how to optimize large-scale
Next week's snapshot build will include Gazluk Keep, the new group dungeon. It will be the highest-level dungeon in the game for a while, so we're working hard on making it a fun place. It's intended for groups of five or six level 65-75 players. (Of course, if you have ultra-high-quality gear, you'll need fewer people.) It's a pretty dangerous place, and pretty chaotic, but I'm hoping that it's paced a little better than the other full-group dungeons. We'll see.
This is the third full-group
I'm back from my rest, and spent a week-and-a-half working on some bugs, which became the update a couple days ago. I'm working on the next snapshot, which will focus on the new Gazluk dungeon! But that's a couple of weeks away and I don't really have too much to say about it yet. Instead, I wanted to talk about a little side-topic: player-run challenges.
There was a thread on the forum about doing "challenge characters" -- where you make a new character and follow special
We’re still working full steam ahead on the next update! The last dev blog gave you some hints of what’s coming, so this time I’m going to answer some questions you asked over the past few weeks. I can also give you the latest timeline I have... which is, unfortunately, extremely tentative. But that's alpha for you!
Battle Chemistry was due for a major revamp, and... well, a major revamp isn't actually happening any time soon, if ever. My experiments
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