Entwicklungsstand vom 30.04.2019

1.1. Project Bereitschaft

48%

1.1.1. Programmierung

48%

1.1.2. 3D Modellen

55%

1.1.3. Animationen

45%

1.1.4. Ebenendesign

52%

1.1.5. Audi-, Video, Toneeffekte

48%

1.1.6. UI/UX

60%

1.1.7. Auslagerung (UI, Musik, Kartenherstellung)

22%

1.1.8. Zwischen Optimierung

80%

1.1.9. Endgültige Optimierung

22%

1.2. Bereitschaft zu früherem Zugang

77%

2.1. Technischen

71%

2.1.1. Charaktererstellung

100%

2.1.2. Eigenschaften von Charakter

100%

2.1.3. Entwicklung von Charakter

100%

2.1.4. Berufe

30%

2.1.5. Karma

20%

2.1.6. Inventar, Ausrüstung, Beute

100%

2.1.7. Equipe, Modulares Rüstungs-System

80%

2.1.8. Nahtlose Welt (simless)

70%

2.1.9. Integration von UI, Mapsт

40%

2.2. Kampfsystem

87%

2.2.1. Nahkampfwaffen

95%

2.2.2. Fernkampfwaffen

70%

2.2.3. System der Buffs

95%

2.2.4. System der beruflichen Fähigkeiten

95%

2.2.5. Magie

80%

2.3. PvP & PvE

24%

2.3.1. Schlosseroberung

55%

2.3.2. Belagerungsgeräte

1%

2.3.3. KI und Erscheinung der Kreaturen

40%

2.3.4. Benannte Kreaturen (Bossen)

1%

2.4. Wirtschaft

13%

2.4.1. Spielgegenstände

20%

2.4.2. die Königliche Bank

1%

2.4.3. Dynamische Händler Bilanz

90%

2.4.4. Ressourcen und Verarbeitung von Ressourcen

1%

2.4.5. Crafting System

1%

2.4.6. Veralterung- und Reparatursystem

1%

2.4.7. Auktionen

1%

2.4.8. Marktplätze

1%

2.4.9. Vermietungen von Immobilien

1%

2.5. Steuerung

6%

2.5.1. Gilde

25%

2.5.2. Schlösse und seine Herrschaftsgebiet

1%

2.5.3. die Grafschaft und seine Wirtschaft

1%

2.5.4. Königreich und seine Wirtschaft

1%

2.5.5. Verbände

1%

2.6. Weltquesten

1%

3.1. Umwelt und Innenraeume Modelle

40%

3.2. Charaktermodelle (männliche und weibliche)

95%

3.3. Waffenmodelle

50%

3.4. Modelle von Kleidung und Rüstung

74%

3.5. Charakteranpassung

95%

3.6. Weapon builder

70%

3.7. Rüstung Anpassung

30%

3.8. Andere Spielgegenstaendemodell

27%

3.9. Monster Modelle

20%

4.1. 4 Kontinenten insg. 1000 q.km.

70%

4.2. Biomen (Berge, Wälder, Flüsse, Seen, Sümpfe, usw)

90%

4.3. Osten

19%

4.3.1. Siedlungen: Städte, Dörfer

38%

4.3.2. Schlösser

20%

4.3.3. Standorte für Bergbau und Verarbeitung

35%

4.3.4. Orten fur Erkundung

10%

4.3.5. Infrastruktur

35%

4.3.6. Unterwelt

10%

4.3.7. Unterwasserwelt

1%

4.3.8. Letzle Anpassungen

1%

4.4. Westen

3%

4.4.1. Siedlungen: Städte, Dörfer

1%

4.4.2. Schlösser

20%

4.4.3. Standorte für Bergbau und Verarbeitung

1%

4.4.4. Orten fur Erkundung

1%

4.4.5. Infrastruktur

1%

4.4.6. Unterwelt

1%

4.4.7. Unterwasserwelt

1%

4.4.8. Letzle Anpassungen

1%

4.5. Norden

3%

4.5.1. Siedlungen: Städte, Dörfer

1%

4.5.2. Schlösser

20%

4.5.3. Standorte für Bergbau und Verarbeitung

1%

4.5.4. Orten fur Erkundung

1%

4.5.5. Infrastruktur

1%

4.5.6. Unterwelt

1%

4.5.7. Unterwasserwelt

1%

4.5.8. Letzle Anpassungen

1%

4.6. Süden

3%

4.6.1. Siedlungen: Städte, Dörfer

1%

4.6.2. Schlösser

20%

4.6.3. Standorte für Bergbau und Verarbeitung

1%

4.6.4. Orten fur Erkundung

1%

4.6.5. Infrastruktur

1%

4.6.6. Unterwelt

1%

4.6.7. Unterwasserwelt

1%

4.6.8. Letzle Anpassungen

1%

5.1. Magie und Beruflicje Fahigkeiten

52%

5.1.1. Erdmagie

60%

5.1.2. Luftmagie

70%

5.1.3. Wassermagie

55%

5.1.4. Feuermagie

70%

5.1.5. Beruflicje Fahigkeiten

20%

5.1.6. Kombinierte Magie

35%

5.2. Andere

52%

5.2.1 Tageszeit, Wetter

80%

5.2.2. Effekte der Außenwelt

60%

5.2.3. Kreaturen und genannte Moben

15%

6.1. Der Mann

66%

6.1.1. Das Rigging, Skin, Retargeting der Körperstellung

100%

6.1.2. Kampflose Haltung

100%

6.1.3. Soziale Animationen

10%

6.1.4. Schwimmen, Klettern, Treppensteigen usw.

35%

6.1.5. Einhandwaffe

100%

6.1.6. Einhandwaffe + Obelisk

100%

6.1.7. Einhandwaffe + Schild

100%

6.1.8. Zweihandwaffe

100%

6.1.9. Buch der Mantren (in zwei Händen)

100%

6.1.10. Magisches Pulver (in zwei Händen)

80%

6.1.11. Magisches Pulver + Obeliskk

100%

6.1.12. Magisches Pulver + Schild

100%

6.1.13. Armbrust (leicht / mittel / schwer)

60%

6.1.14. Bogen (leicht / schwer)

55%

6.1.15. Magischer Stab (zweihändig)

60%

6.1.16. Dolche

1%

6.1.17. Dolch + Obelisk

1%

6.1.18. Zwei einhändige Waffen

50%

6.1.19. Gepaarte Dolche

1%

6.2. Die Frauen

34%

6.2.1. Das Rigging, Skin, Retargeting der Körperstellung

90%

6.2.2. Kampflose Haltung

75%

6.2.3. Soziale Animationen

1%

6.2.4. Schwimmen, Klettern, Treppensteigen usw.

1%

6.2.5. Anpassung der Kampfhaltungen von Männern für Frauen

1%

6.3. Sonstiges

28%

6.3.1. Animationen von Boden Kreaturen

40%

6.3.2. Animationen von fliegenden Kreaturen

15%

6.3.3. Animationen von Unterwasser Kreaturen

15%

6.3.4. Animationen von NPC

40%

Roadmap

FAQ

  • Prototype
    • Mechanics
      • Technical
        • 1. Work with mySQL (saving progress);
          2. Seamless world as one of the most significant improvements of the UE4 network code;
          3. Chat server;
          4. Battle log;
          5. Steam integration;
          6. PvP statistics, incl. castle ownership statistics;
          7. Hotbar;
          8. Revitalizing the camera for the 1st person view;
          9. Controls;
          10. SFX / VFX synchronization with controller and combat system;
          11. UE4 integration with external table forms for the creation and operational management of in-game items.
        Basic mechanics
        • 1. Character creation;
          2. Character characteristics;
          3. Character development;
          4. Karma system;
          5. Equipment system, multi-level inventory, loot (PvP & PvE), storage in the open world;
          6. Vocation system;
          7. 4 vocations (incomplete set of skills).
        Combat system
        • 1. Melee weapons;
          2. Ranged weapons;
          3. Buff system;
          4. Platform for magic system and vocational skills.
        PvP & PvE
        • 1. Castle capturing;
          2. Basic AI with partial non-target.
        Economy
        • 1. In-game currency;
          2. Item quality system;
          3. Vendors, vendor groups, assortment, trade rules and trade with vendors;
          4. Dynamic vendor balance system.
        Collective mechanics
        • 1. Guild creation and basic management.
  • Pre-alpha
    • Mechanics
      • Technical/basic
        • 1. Transition to UE 4.21 (or higher, current 4.19);
          2. 2 new vocations (incomplete set of skills);
          3. Modular armor system 2.0 for new character model;
          4. Combat system 2.0;
          5. Controls 2.0;
          6. Integration of the created UI;
          7. The controller of movement on ladders;
          8. The Controller of movement in the air (flying mobs, players);
          9. Dynamic change of 1st person camera parameters.
        PvP&PvE
        • 1. AI 2.0.
      Level design
      • 1. 2 counts out of 8;
        2. 2 big cities ;
        3. 7 villages ;
        4. 26 spots of resources extraction and refining (stone, metal, wood, cloth, wool);
        5. 2 castles.
      3D models
      • 1. New character model (man);
        2. Clothes and armor models (more than 120 unique models);
        3. Weapon models (constructor of more than 300 meshes);
        4. Mobs models (8 mobs).
      VFX/SFX
      • 1. 50+ new VFX for the magic of 4 elements, combined magic and professional skills;
        2. SFX for new mechanics and content.
      Animations 2.0 for a new character (stands for the 1st and 3rd person with 60+ animations each)
      • 1. Non-combat;
        2. One-handed weapon;
        3. Two-handed weapon;
        4. One-handed weapon and shield;
        5. Book of mantras;
        6. Magic powder and shield;
        7. Crossbow medium;
        8. NPC;
        9. Mobs.
    • Optimization
  • Alpha
    • Mechanics
      • Technical/Basic
        • 1. 2 new vocations (incomplete set of skills);
          2. Integration of the created UI;
          3. Character customizer;
          4. Weapon customizer (constructor)
          5. Armor customizer (change skins);
          6. World map.
        PvP&PvE
        • 1. Castle capturing (advanced mode);
          2. Advanced AI 2.0 for bosses.
        Economy
        • 1. Church (basic functionality);
          2. Raw materials: gathering and refining;
          3. Wear-out of items and their repair;
          4. Auction (trade association).
        Collective mechanics
        • 1. Groups;
          2. Guilds (advanced functionality);
          3. Royal Bank (basic functionality);
          4. Castles: its territory and economy;
          5. Associations (merchants).
      Level Design
      • 1. West continent: 4 counties (out of 7);
        2. East Continent: 4 counties (out of 8).
      3D models
      • 1. Clothes and armor models (more than 250 unique models);
        2. Mobs models (6 mobs).
      Animations
      • 1. 4 new stands for the character (man);
        2. 25+ sets of animations for mobs;
        3. for NPC.
      VFX/SFX
      • 1. 150+ VFX for magic, vocational skills, environment;
        2. SFX combat system, music.
    • Optimizations
    • Implementation of in-game items (1-5 levels of 12)
    • Moving to new servers (Europe and Moscow)
  • Beta 1
    • Bug fixes and optimization.
  • Beta 2
    • Mechanics
      • Technical/basic
        • 1. 1 new vocation (incomplete set of skills);
          2. Teleports system;
          3. Integration of the created UI.
        PvP&PvE
        • 1. Siege weapons controller;
          2. Arena (basic functionality);
          3. Siege weapons customizer.
      3D models
      • 1. New character model (woman);
        2. Character customizer (woman).
      Animations
      • 1. 13 stands for new character (woman).
  • Early Access
    • Early Access content will match the Alpha and Beta content.
  • Release
    • Mechanics
      • Technical/basic
        • 1. 5 new vocations, advanced skills;
          2. Controls 2.5 (squat);
          3. The system of implicit post-cap character development;
          4. Locations with the karma rules inversion;
          5. Rumor system (tavern keeper);
          6. Prison system (advanced karma mode);
          7. Teleport system 1.5 (as a control over the overload in popular locations);
          8. UI integration;
          9. Extended statistics (private closed and public total);
          10. Voting system. Number of votes depends on in-game and forum achievements (as a part of new website).
        PvP&PvE
        • 1. Arena (advanced functionality);
          2. Combat system 2.5 (squats and duals).
        Economy
        • 1. Craft system;
          2. Warehouse system;
          3. Trading platforms;
          4. Property rent;
          5. Auction (crafters and mercenaries);
          6. Dynamic Vendor Balance 1.5 (as a system of mediation in tasks between players).
        Collective mechanics
        • 1. Kingdom management (maintenance, taxes), economy, title;
          2. Counties management (maintenance, taxes), economy, titles;
          3. Church (extended functionality);
          4. Royal Bank (advanced functionality);
          5. Associations (crafters and mercenaries).
      Level design
      • 1. West: 7 Counties;
        2. East: 8 Counties (incl. Royal County).
      Animations
      • 1. 3 new stands for the character (man);
        2. 3 new stands for the character (woman);
        3. Squat animations kit for all stands.
    • Adding in-game items (6-12 levels).
  • Post-release content
    • 1. North and South continents (the same number of counties / locations) after completing the world quest;
      2. World quests – as a requirement for all the players to complete together;
      3. Event locations (advanced mode) and phenomena, incl. antimonopoly system;
      4. New vocations;
      5. Underworld;
      6. Intercontinental Trading System (trade association);
      7. Naval content;
      8. Church association;
      9. Mounts.