![]() In response to a question on the next beta phase for the Kickstarted MMORPG, he declines to give a date for the next leg and the fully playable gameloop that he’d originally hoped to get done by the end of summer. He’d love to have a 20% larger development team. The company is leery of hiring people to move to Virginia just to have to make them work from home anyway, so apparently the hires aren’t locked into either studio location yet. He hopes that will help speed up development, along with the tech upgrades he discusses. ![]() Most positively, he does say that five new people have been added to the team in the last few months, including a senior UI engineer, who Jacobs says was very much needed and will help get multiple projects beyond the base game UI, like voice chat UI. Jacobs did stream yesterday evening, alone in the CSE offices, and he did answer some questions we’d posed, but not all of them. But as we pointed out, the reason the community didn’t have all the facts was that City State hasn’t provided sufficient transparency, extending even to us, as the studio had reneged on an entire transparency-oriented interview with us because we refused to withdraw one of the questions at its request.ĭuring the discussions that followed, we suggested that CSE answer our questions in full on its stream on its own turf to prove it had nothing to hide. CSE’s Mark Jacobs said that video mischaracterized the company’s finances since the YouTuber didn’t have all the facts. In the meantime, CSE’s Mark Jacobs reiterated to fans during his recent stream that the team is expected to return to the office early this summer and that it will speed up refunds.Earlier this month, Camelot Unchained studio City State Entertainment came under fire when its leader objected to a YouTube video that speculated the company was on the verge of collapse. It is our understanding that real-life events behind-the-scenes at the studio have impeded its delivery, and we still mean to publish it once we have it. We note once again that back in March, Camelot Unchained’s CSE agreed to a state-of-the-game-and-refunds interview that has yet to be returned to us. And I’m sure that we will also manage to have some good surprises as well during the summer!” Add in new races, updates to classes, crafting, etc. Whether it is weather systems, voice chat, new biomes, or caravans, all of these things are being worked on and we expect them all to be in the game before the end of the summer. “By the end of the summer, Camelot Unchained will look and feel more like the game that you expected to see when you backed us than ever before. The weekly post opens up with some big plans for the coming months as City State Entertainment prepares to return to the office next month and push on with other “big updates.” Meanwhile, CU’s weekly update provides the usual Top Ten-ish list of progress reports including more artwork, NPC and AI behavior improvements, and a few new class ability traits among other things. ![]() The newsletter further talks about biomes, outlining another look at the Golden Plains location, a preview of the Coastal Lowlands biome, and also promises two new biomes will be in development in the form of the Black Fjords and Tropical Desert Coastline. Players who would rather not work with a crafter will get some magical allotments for lost or stolen goods, but they won’t be as lucrative as they would be when working with other players. ![]() Naturally, these rota can be attacked by others, but there is an insurance system for crafter-made caravans by way of a maker’s mark that crafters apply on caravan cargo, meaning marked cargo and crafted rota will still give progression regardless of whether it breaks down, is robbed, or successfully makes its trip. Rota are floating disc platforms that can follow a route placed by players on the ground to help ferry crates of goods from point A to point B. Camelot Unchained has once more delivered its monthly newsletter, this one taking a deep dive into the game’s caravan system, or vox rota, as it’s referred to in-game.
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