Dear Friends!

We apologize for delaying this message. We were carefully evaluating our capabilities and timelines for implementing our desired goals, as an important decision regarding the release was being made. We also want to note that we are not addressing the fixes here that we have already started working on in the latest patch, and of which there are still many more to come.

Summary of Plans

Added to our plans:

  • Solo and group instances with reward rebalancing;
  • Real Estate: a complete refactor and new design;

Increased priority for the following tasks:

  • Completion of T2 and T3 counties;
    • as a consequence, the addition of T10-T12 items;
  • New types of creatures (AI);
    • including unique locations for their habitats;

Decreased the priority of the following tasks:

  • New location (Blazing Forest), a number of related AI;
  • Guild real estate;
  • In-depth work on AI mechanics

Moved the project release date closer from roadmap Chapter 5 to Chapter 3, which will also include:

  • a wipe (reset of game progress) on all servers;

Return to Steam for CIS

After a year of exclusivity for the CIS region on VKPlay, the game is once again available on Steam for all regions:

  • For the CIS region, the game will be available on both platforms, and everyone will be able to choose the one that suits them best;
  • This did not affect VKPlay users in any way, their accounts, or game progress;
  • In the near future, we will make account linking between platforms two-way (if you initially had a VKPlay account, you will be able to link it to a Steam account under the same rules as before);
  • To mark this event, as well as to test the "Activation Codes" mechanic, we are launching a progressive activation code "b2s" (Back2Steam). Naturally, it can be activated from any platform, not just Steam.

b2s

  • To activate it, enter the code in the corresponding field in the in-game store;
  • The reward will be sent via mail upon activation, as well as upon each subsequent progression of the activation code.
  • As the number of activations increases, the reward will grow for everyone who activated it:
    • 0-50 activations - 10,000 Talers and "Minor Phantom Learning" Powder x3;
    • 51-100 - 50,000 Talers and "Phantom Learning" Powder x3;
    • 101-500 - 100,000 Talers and "Major Phantom Learning" Powder x3;
    • 501+ - 250,000 Talers and "Major Phantom Learning" Powder x5;

Release and Wipe

This fall, our game will leave Early Access.

The release will be combined with a wipe, the main principle of which will be the return of all Zlatys purchased in the in-game store.

For a number of reasons, we are considering the option of closing the Western Continent to players for further reworking, or, in case of urgent need, returning it to operation after the wipe.

Of course, we would like to postpone the release at least until Chapter 5 is completed, but we do not see the possibility for this. An advertising campaign, which the project desperately needs, is planned, but within our limited budget.

Solo/Group Dungeons and Black Zones

After making changes to the castle capture procedure, as well as addressing the long-standing issue of group healing, we have moved on to solo/group dungeons, simultaneously changing the approach to boss loot:

  • addition of a personal reward chest, meaning each player who participated in killing the boss will receive a personal chest with their own personal reward. For now, we will start with the principle of "from each according to their ability, to each according to their need";
  • all equipment in drops will be replaced with recipes;
  • the current quantity of item drops from Black Zones will correspond to the group dungeon reward;
  • in Black Zones, bosses will be divided into 2 categories - "regular" and "epic". Rewards for regular bosses will be increased by 2-3 times, and they will also receive some changes in difficulty and respawn time;

Epic bosses will receive not only an even more significant increase in reward/difficulty/respawn period, but also a notification for players about their upcoming appearance and the display of the boss's current phase on the map (similar to castles);

T2 and T3 Counties

Work on completing T2 (Unsund) and T3 (Gwaelot) counties, their underworld, adding corresponding T10-T12 items, and increasing the castle level has been in full swing for the last three months — we have already begun testing.

We plan to release these locations alongside individual dungeons.

Real Estate

A radical change in design, which involves abandoning an excessive number of real estate objects in each settlement, while simultaneously simplifying life for players.

Key features of new design:

  • There will be one unified real estate property for all settlements;
  • It consists of a single building (instance) in the form of a personal house, which can be entered from any settlement (after its "Activation" in that settlement);
  • Each player will be able to improve their house by purchasing additional interior objects: chests, cabinets, crafting stations. In future iterations, it will be possible to upgrade these interior objects, expanding containers;
  • We are also planning a system of interior skins, which will not only allow choosing a preferred style but will also affect the layout;

New Creatures and Biomes for Them

We fully understand that the scarce diversity of Dwarrhan’s fauna is disheartening, so we are preparing several new creatures at once:

  • harmless but nutritious (cows, pigs);
  • field creatures (small fantasy creatures hiding in the forests);
  • A Hag inhabiting a hut in the swamps;
  • Leshy, Hag’s friend and neighbor;
  • Rooter, a slightly overweight Stickman;
  • Infernal Demon;
  • A golem, familiar to all, but in a fiery incarnation;
  • Giant insects and a frog;

All of them will see the light of day not in the final version of their behavior logic and abilities but will be refined gradually.

Locations for creatures:

  • Craters will receive "interior decoration";
  • A new type of crater in low-level counties with its own biome and PvP protection for familiarizing with open-world bosses;

We will separately reiterate the mechanic of personal rewards for killing a boss, which will appear for the first time in the open world in the beginner crater.

Vocational Abilities

Unfortunately, we will not be able to prepare the "Ability System 2.0" for the release, although we very much want to. But we will have time to do the preparatory work:

  • Assess the relevance of skills and remove unnecessary ones;
  • Fix bugs in the skill mechanics themselves;
  • Transfer the skills remaining after filtering to the new quest system and add T4-T6 levels;
  • Prepare at least one relevant and unique ability for each Vocation;

The Ability System 2.0 will be the first major update after the release.

Other Changes

  • Experience loss upon death will no longer remove attributes, only attribute experience points;
  • The damage formula will get rid of the notorious "1" and will deal minimum damage depending on the weapon's damage spread;
  • Rebalancing of weapon enchantments;
  • Adding ability to repair rings and revising durability loss speed, as well as durability values on items;

Technical Aspects

  • Physical servers for the global "North America" region will be moved to New York to optimize ping

Best regards,

Atlant Games Team