Crowfall’s Thomas Blair on Vessels & the Art of Necromancy

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.

Crowfall’s Composer Creates Music to Set a Mood for a Precise Moment in Time

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.

Crowfall – Outposts Will Give Players New Ways to ‘Meet & Greet’ Fellow Players (with Swords….)

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”.

Crowfall – Framerate Improvements Incoming to v5.7

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”.

Crowfall – Framerate Improvements Have Arrived in v5.7

The Crowfall site has a brief post from the team to let players know that some big framerate changes have come to v5.7. The tinkering that has been going on under the hood, by all reports, 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”.