How exactly will Archmages be balanced, what bonuses will special equipment provide, and how will staves work?
The balance of Vocations is determined by the overall picture, not by individual classes. Currently, the balance is in a poor state. We will correct it in the future, but it's not our highest priority right now. Special equipment will not be introduced anytime soon, so there’s nothing to say about it yet.
We have several concepts for how staves will work, but since there is almost no code ready for them, there’s nothing to share at the moment.
After T6 gear, will T9 and T12 be introduced simultaneously or sequentially? When can we expect T9?
Tiers above T6 will be introduced step by step, as they appear in the armor recipes. They will be released sequentially. T9 is already in the game. T10-12 will appear along with T3 counties.
Will a protection system like VAC or Frost Game Guard be added to the game?
We would very much like to add such a protection system, but they cost a lot of money, which the project currently does not have.
When will castle items, crystals, county taxes, and other perks from owning a castle, besides passage tax, be added?
Everything is in the roadmap: the Count is planned for the next chapter. Bonuses from owning castles will come before that.
When will the functionality to upgrade a castle to receive the above-mentioned perks be introduced?
The answer is above. We plan to implement it before introducing the Count.
It’s already the 5th month since the game’s release in Early Access. The issue with invisibility abilities for the thief and assassin hasn’t been resolved. These are the only abilities in the game that have no counter! Until when? Just make it like it was in Sphere - an ability or powder to see invisibility, let it work within a 20-meter radius at least. You may say - but we have a special anti-invisibility ability! Yes, it exists, but it doesn’t change the situation because it’s useless, as it’s impossible to protect against invisibility with it. There should be a counter, and the price of this counter should be an ability and a slot occupied in buffs; I think that would be fair.
We plan to rework this skill, and it will be included in future updates.
When will zlatys be introduced, and will there be an option to buy skins with zlatys and transfer them to other players for use without DLCs?
Zlates will certainly be added, but it’s hard to say when exactly. You will definitely be able to buy cosmetics with them and use them, of course, without DLCs.
When will the issue of skills disappearing from the hotbar be fixed?
It’s in progress. We are prioritizing bugs that break balance or core functionality.
When will the infinite stamina bug be fixed? It's been present since the game's launch, and I'm curious what technical issues prevent it from being resolved?
We fixed the bug, but apparently, we didn’t find all the ways to use it and missed something. We’ll try to fix it soon.
After which point(s) on the roadmap will you be able to say that the core mechanics necessary for balancing and long-term player retention are ready?
There are currently over 300 hours of game content for players who enjoy the game. The issue now is attracting and retaining new players. It’s more about adding Quality of Life mechanics, improving core gameplay, and marketing.
Are there plans to add new equipment slots soon?
Not in the near future.
Have you considered adding T6.5 items: enchanted gear with a 150-200 MA bonus, for example? Maybe add them to castles and Fazira, creating a long grind for them. This would already create interest and a goal for further play.
We’ve already added items above the 6th tier. An update to Fazira will come with them.
On what basis are classes balanced? Only usage statistics and internal 1v1 tests? Maybe it’s worth selecting active PvP players, giving them specific classes, and conducting 10v10 battles for better class balance?
Class balance is achieved by:
- Normalizing balance (calculating abstract class power);
- Manual testing;
- Statistics;
- 10v10 manual battles are a drop in the ocean for balancing. The build system is too extensive to rely on such incomplete data.
Could you briefly explain the concept behind the classes, or at least the roles of single mages, single physicals, and multis? Ideally, we’d get a text description of the concept and role of each class in the game.
It’s a long explanation, but in short:
- Physical and magical classes are specialists who can wear narrowly specialized builds: glass cannon, very tanky tanks, etc.
- Hybrids are generalists. They can do a bit of everything but not as effectively as singles.
- Right now, balance doesn't work this way, but we plan to fix it. Of course, hybrids shouldn’t dominate everything.
When are activities/competitions/contests/events planned in the game/on the forum/in Discord?
We are planning several in-game events, but we cannot specify a date yet.
Regarding the merging of the American and European servers, has this idea been postponed indefinitely? What will the ping be like in Russia if this happens?
The ping will be bad. Merging servers was never part of our plans; it was rather an idea that surfaced in the community due to low server populations.
Will such in-game statistics be available for everyone?
We are currently working on it.
Would it be better not to give out anything at all, and if rewarding, to do so with something more valuable at least?
Tell us what you would like to receive as rewards? We tried to provide a reward that makes sense but doesn’t create an imbalance in the game.
Can the level restriction on skins be removed?
It’s already been removed.
Is it possible to make information about tickets processed based on our reports open (Ticket number ATL-2445)?
We won’t make such information public. If a ticket has been assigned a number, it means it's already in our system. The more reports or confirmations of its relevance, the faster it gets the corresponding priority and reaches us for processing.
Friends list? Quality of life updates? (the map is awful) Small touches to existing systems? (combat, looting...)
In the course of development, we are trying to improve the design of many mechanics and add those that make life easier for players.
Will most of the points in the June-August roadmap be completed by the end of July?
Most likely, by the end of August.
Will the new third-person combat feature be revisited?
Most likely, no. It was a deliberate decision to attract a larger audience. Nevertheless, the third-person view will be refined for better balance and usability.
Do NPC enemies work correctly now? It seems that any non-boss NPC can be killed without taking damage if you dodge in time, etc. Is this a designed game mechanic or an exploit?
By "exploit," we mean systematically using errors/bugs/dupes/shortcomings to your advantage. If a mob has such a simple move set that it's easy to kite, then killing it without taking damage is perfectly legal. However, if you are making the mob get stuck in meshes or intentionally bugging it in some other way without filing a bug report, that’s a rules violation. There’s an obvious difference between the simplicity of a mob and using errors to exploit it.
With the game's transition from Steam to VK Play, are plans for development outside the CIS market, server mergers, etc., canceled? Will we be playing in our small company, or how will reaching a new audience outside the CIS be implemented?
The departure from Steam only affects the Russian region. Moreover, the servers where players from Russia play still include players from the CIS and Europe, as the server remains Eurasian. The same distribution model that was in place before will remain for all other countries.
When will T7-T9 rings appear?
They’re already available.
When will full-fledged content for levels 30-60 be introduced?
Content for level 30 appears in T2 counties. Content for levels 45-60 will be in T3 counties, which will follow T2.