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Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:07 am
by jorb
Children,

Apologies for the delay. Things have taken some time. We've been developing, and here's what's new:

* New and complete (barring a few stragglers) GUI overhaul. You'll notice. Client modders have some work to do, old custom builds won't work.
* Multiserver support: We are opening two entirely new servers tonight -- Jamestown and Roanoke -- expecting a batch of new users tomorrow. Test away, crash the servers. Notice that you can only create new characters on these servers. There is currently no way of travelling between servers.

Those are the two really major new things here. Here's a reader's digest of other (far smaller) changes:

Added nobleman's cape, hidecape, pilgrim's cape
Stamp mills now stamp all boulder types.
Mining now costs significant amounts of phlegm
There is now a pick axe. The pickaxe increases the speed of chipping ore boulders.
Mining now requires a pickaxe or a shovel
Added a tooltip to: limedhide recipe
Added a violin playing man to Boston.
Added an animation to lock installation
Added animation to kiln lighting
Turkey Feathers are now compostable
Earthworms now have better yield when fed to turkeys
Mining now crime checks
Slightly raised skill cost of cotton planting, the cloth skills and metallurgy
Reduced cost of mining
Blacksmithing now a prereq for metallurgy
Chip stone & mining phlegm costs adjusted
Added harvest animation.
All clothes should now be droppable
Garlic bread gives bbile instead of ybile
Candied Oakworth Tart & Rybread are better
Cabbagecrumbs worse
Large Urns, Sawbuck & Tanningtubs can be destroyed
Added Seaweed masque
Coalpicking is no longer an armed animation

------------------------

With this update we have cleared out the two largest points left on our todo-list for necessities, and I expect that we shall now have our hands significantly more free to work on delivering content updates, hopefully with increased regularity. There are a couple of outstanding infrastructural/backend issues left for us to deal with, but those should be possible to iron out in at least a tad more incremental fashion. Apologies if you've felt that we've left you hanging, you were -- as always -- always on our minds.

The coming week we will primarily focus on fixing expected server crashes and dealing with whatever comes up. Content should soon be the only thing we'll really be working on.

Big props and love to all of you for playing our game. I hope you enjoy it!

Update your clients.

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:07 am
by ZtyX
Image


W00000000000t! :D :P

Sick patch :)

Woooow, holy ****. New servers!! DAMN NICE! :!: :shock:

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:09 am
by staxjax
Exciting. Thank you !

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:11 am
by Bolillo
jorb wrote:

..* Multiserver support: We are opening two entirely new servers tonight -- Jamestown and Roanoke -- expecting a batch of new users tomorrow. Test away, crash the servers. Notice that you can only create new characters on these servers. There is currently no way of travelling between servers..


Might be a dumb question but, these servers have each one different maps? Something special or just plain new maps to toy with? :?:

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:12 am
by VitaminK
Nice, thanks!

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:13 am
by Oddity
ETA on open beta?

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:14 am
by jorb
We'll begin setting up the new servers now. It'll be a while. Plymouth should come up shortly, and the other two in an hour or so, whenever we're finished making their capital towns.

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:14 am
by jorb
Oddity wrote:ETA on open beta?


~ A month.

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:21 am
by Potjeh
Sweet.

So, can we mine granite on the new servers?

Re: Game Development: Zero Hour

PostPosted: Mon Nov 05, 2012 7:22 am
by ZtyX
jorb wrote:
Oddity wrote:ETA on open beta?


~ A month.


Good, that's plenty of time for us children to play in the sandbox.