Crowfall players have a new series of campaigns called The Trials of the Gods. The Trials feature unique campaign worlds dedicated to each of the Gods. Over the next few months, players will encounter “unique maps, rules, and rewards themed to [each] God’s unique persona, powers and domain”. The first Trial is underway. Called Trials of Malekai, the campaign will run for two weeks and “pits players against each other in battle to win the favor of Malekai the Faceless God of Deception”.
Those involved in the current Crowfall test build will be able to check out the new Capture Point feature. Players will be working to capture specific points and to hold onto them as long as possible. The longer a location is held, the more Capture Bonus is awarded. “We’ve added an element of strategic decision-making to the choice around which locations each team will want to defend or capture”.
In a new blog post on the Crowfall site, Creative Director J. Todd Coleman details the “Road to Alpha”, numerically v6.0. Currently, the pre-alpha version 5.8 is live on servers and Coleman writes that it has been “VERY well-received” and has resulted in “both increased player concurrency and a noticeable uptick in new players”.
A new Crowfall update has been posted to the game’s official site that lays out some of the big changes that are coming to the character creation tool. Starting with the First Campaign (v5.8), players will be able to try out the character creation tool as it has been revamped. This means the process begins in the lobby prior to selecting “a cluster from either a list of Campaigns or a list of available Eternal Kingdoms”.
Nothing says “Tuesday” like a spirited discussion of necromancy, amiright? It seems that the Crowfall team agrees as today’s latest developer blog post is centered on the subject. Penned by Thomas “Blixtev” Blair, the article centers on “Crows, vessels and…NECROMANCY”, complete with the suggestion of spooky music and things bumping in the night.
The latest Crowfall developer diary has been published, this time turning to the topic of sound and music. Associate Producer Max Lancaster speaks to the creation of music where Nelson Everhart is handed very precise clues to aid in the composition of the game’s score for any given moment of time in the game…literally things like “Campaign World – Beachhead – Daytime – Summer”. What he does with those clues is best heard, and there are nifty little snips of music embedded in the blog.
In Crowfall, players will face off against many types of monsters and creatures that inhabit the Dying Worlds, one of which is profiled on the game’s official site today. The “hideous Urgu” are a race of pig-men that are sentient and can offer up STYlish defenses with HAM-fisted attacks that can bludgeon their attackers. Ever SAU-SAGE a thing? Well, now you have!
The Crowfall site has been updated with a new developer blog posts that discusses the outpost system, a procedurally generated world system that appears on the map from time to time. Outposts are now live in v5.7 and can appear in one of three forms: War Banners, Single Tower and Double Tower, each “slightly different in form and function”. They come with buffs and victory points and are “capturable in the same manner as forts”.
The Crowfall site has a brief post from the team to let players know that some big framerate changes are coming with v5.7. The tinkering that has been going on under the hood should have a significant impact on optimization. For instance, Unity’s terrain “has been swapped out for custom-built meshes” in order to “cut down load times”.