Attention! Alpha test registration and upcoming pre-Alpha

Discussion in 'News and announcements' started by Karl, Feb 21, 2019.

  1. Karl

    Karl Администратор Staff Member

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    Oct 2, 2017
    We’re at the finish line to pre-Alpha and here some hot news:

    1) Access to Alpha test will be carried out through Forum accounts (we will distribute Steam keys using already implemented tool). So everyone who signed up for Alpha through the old site version will need to register account on the site (releasing keys through Forum is the most convenient, reliable and quick way so we decided to stop on it). You must register your account using e-mail that you used to sign-up for Alpha.

    Attention! Please, avoid multiboxing, with a high probability such accounts will be blocked.
    The keys for the guilds will be released individually to the authors of such topics in the relevant section (it's easier to go this way than to create many accounts).

    2) We’ll stop to receive applications for ROG Club (and pre-Alpha as well) in the relevant topic 21/02/19 at 20.00 GMT. New members from pending applications will be selected by 22/02/19. Further entry into ROG Club will be on an individual basis, or in accordance with the awards for pre-Order.

    Now a little about the status of the project, starting from 20/02/2019 (what to do before the pre-alpha and what is in the work), more details about the status of development and the road map can be found on the relevant page.

    Left to do (% shows what hasn’t been done yet):

    Programming:
    1. 80% combat system 2.0 + Controls 2.0 (work in progress);
    2. 3/6 serious bugs / inconsistencies with the modular system 2.0;
    3. 2/2 missing elements in the modular system 2.0;
    4. 8/8 adding new mobs and their AI;
    5. 100% NPC;
    6. 100% new hands for the first person view, will take into account the put on armor (work in progress);
    7. 100% new aim;

    Animations:
    1. 5/8 new mobs;
    2. 100% first-person animation fixes for new hands (work in progress);
    3. 70% block animations fixes for Combat system 2.0;
    4. 100% morphs for new armor LOD's;
    5. 80% magic powder (two handed);
    6. 50% magic powder + obelisk;
    7. 40% one-handed weapon + obelisk;
    8. 60% NPC animations;

    Level design:
    1. 50% dead castle (work in progress);
    2. 100% dead city;

    Technical design:
    1. 70% fix all SpeedTree trees (thanks to the bug with UE4.19) (work in progress);
    2. 60% new TrueSky light;
    3. 100% optimization (HLODs);
    4. 80% materials / textures optimization;

    3D models:
    1. 30% bear (work in progress);
    2. 50% wolf;

    2D:
    1. 30% aims 2.0 (work in progress);
    2. Icons for new models.

    Left to do (% shows what hasn’t been done yet):

    Programming:
    1. 50% combat system 2.0 + Controls 2.0 (work in progress);
    2. 1/6 serious bugs / inconsistencies with the modular system 2.0 (work in progress);
    3. 1/2 missing elements in the modular system 2.0 (work in progress);
    4. 8/8 adding new mobs and their AI;
    5. 100% NPC;
    6. 100% new hands for the first person view, will take into account the put on armor (work in progress);
    7. 100% new aim;

    Animations:
    1. 5/8 new mobs;
    2. 50% first-person animation fixes for new hands (work in progress);
    3. (fixed) block animations fixes for Combat system 2.0;
    4. 100% morphs for new armor LOD's;
    5. 25% magic powder (two handed);
    6. 25% magic powder + obelisk;
    7. (done) one-handed weapon + obelisk;
    8. 60% NPC animations;

    Level design:
    1. 10% dead castle (work in progress);
    2. 50% dead city (work in progress);

    Technical design:
    1. (done) fix all SpeedTree trees (thanks to the bug with UE4.19);
    2. 60% new TrueSky light;
    3. 100% optimization (HLODs);
    4. 80% materials / textures optimization (work in progress);

    3D models:
    1. (done) bear;
    2. 30% wolf (work in progress);

    2D:
    1. 15% crosshairs 2.0 (work in progress);
    2. Icons for new models.

    Left to do (% shows what hasn’t been done yet):

    Programming:
    1. 30% combat system 2.0 + Controls 2.0 (work in progress);
    2. 1/6 serious bugs / inconsistencies with the modular system 2.0 (work in progress);
    3. 1/2 missing elements in the modular system 2.0 (work in progress);
    4. 8/8 adding new mobs and their AI;
    5. 100% NPC;
    6. 25% new hands for the first person view, will take into account the put on armor (work in progress);
    7. 100% new crosshair;

    Animations:
    1. 5/8 new mobs;
    2. 20% first-person animation fixes for new hands (work in progress);
    3. (fixed) block animations fixes for Combat system 2.0;
    4. 100% morphs for new armor LOD's;
    5. 25% magic powder (two handed) (work in progress);
    6. 25% magic powder + obelisk (work in progress);
    7. (done) one-handed weapon + obelisk;
    8. 60% NPC animations;

    Level design:
    1. (done) dead castle;
    2. 20% dead city (work in progress);

    Technical design:
    1. (done) fix all SpeedTree trees (thanks to the bug with UE4.19);
    2. 60% new TrueSky light;
    3. 100% optimization (HLODs);
    4. 25% materials / textures optimization (work in progress);
    5. (done) Forests back in the world (once 1 is done);

    3D models:
    1. (done) bear;
    2. 10% wolf (work in progress);

    2D:
    1. (done) Crosshairs 2.0 (to be discussed with community);
    2. (done) Text window (info, notes, etc.);
    3. Icons for new models (work in progress).

    Left to do (% shows what hasn’t been done yet):

    Programming:
    1. 10% combat system 2.0 + Controls 2.0 (work in progress);
    2. (done) serious bugs / inconsistencies with the modular system 2.0;
    3. 1/1 big UE4 bug with big maps;
    4. (done) missing elements in the modular system 2.0;
    5. 7/8 adding new mobs and their AI;
    6. 100% NPC;
    7. (done) new hands for the first person view, will take into account the put on armor;
    8. 100% new crosshair;
    Animations:
    1. 3/8 new mobs;
    2. 15% first-person animation fixes for new hands (work in progress);
    3. (done) block animations fixes for Combat system 2.0;
    4. 100% morphs for new armor LOD's;
    5. 20% magic powder (two handed) (work in progress);
    6. 20% magic powder + obelisk (work in progress);
    7. (done) one-handed weapon + obelisk;
    8. 60% NPC animations;
    Level design:
    1. (done) dead castle;
    2. (done) dead city;
    Technical design:
    1. (done) fix all SpeedTree trees (thanks to the bug with UE4.19);
    2. 20% new TrueSky light;
    3. 100% optimization (HLODs);
    4. 25% materials / textures optimization (work in progress);
    5. (done) Forests back in the world (once 1 is done);
    6. (done) New grass;
    3D models:
    1. (done) bear;
    2. (done) wolf;
    3. (done) 4 models of axes and 12 materials;
    4. Necromancer (work in progress);
    2D:
    1. (done) Crosshairs 2.0 (to be discussed with community);
    2. (done) Text window (info, notes, etc.);
    3. (done) Icons for new models;
    4. 50% Character customization window UI (work in progress).

    Left to do (% shows what hasn’t been done yet):

    Programming:
    1. 1% combat system 2.0 + Controls 2.0 (work in progress);
    2. (done) serious bugs / inconsistencies with the modular system 2.0;
    3. (done) 1/1 big UE4 bug with big maps;
    4. (done) missing elements in the modular system 2.0;
    5. 5/8 adding new mobs and their AI;
    6. 100% NPC;
    7. (done) new hands for the first person view, will take into account the put on armor;
    8. 100% new crosshair;
    Animations:
    1. 3/8 new mobs;
    2. (done) first-person animation fixes for new hands;
    3. (done) block animations fixes for Combat system 2.0;
    4. 100% morphs for new armor LOD's (work in progress);
    5. 20% magic powder (two handed) (postoponed for voting) (work in progress);
    6. (done) magic powder + obelisk;
    7. (done) one-handed weapon + obelisk;
    8. 10% NPC animations (work in progress);
    Level design:
    1. (done) dead castle;
    2. (done) dead city;
    Technical design:
    1. (done) fix all SpeedTree trees (thanks to the bug with UE4.19);
    2. (done) new TrueSky light;
    3. 50% optimization (HLODs) (work in progress);
    4. (done) materials / textures optimization (first pool);
    5. (done) Forests back in the world;
    6. (done) New grass;
    3D models:
    1. (done) bear;
    2. (done) wolf;
    3. (done) 4 models of axes and 12 materials;
    4. Necromancer (work in progress);
    2D:
    1. (done) Crosshairs 2.0 (to be discussed with community);
    2. (done) Text window (info, notes, etc.);
    3. (done) Icons for new models;
    4. (done) Character customization window UI;
    5. (done) Castle capturing window;
    6. 80% (settings, respawn, work with number of items in stack) (work in progress).
     
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  2. Karl

    Karl Администратор Staff Member

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    Oct 2, 2017
    Pre-Alpha status update in the first post.
     
  3. Karl

    Karl Администратор Staff Member

    163
    843
    343
    Oct 2, 2017
    Pre-Alpha status update is here!
     
  4. Karl

    Karl Администратор Staff Member

    163
    843
    343
    Oct 2, 2017
    Another pre-Alpha status update is here!
     
  5. Enyera

    Enyera Bard

    2
    2
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    Jul 12, 2019
    Hey,
    I am trying to get into the Alpha test but the pop up isn't working. Its sending me back to the main page of the site. What do I do?
     
    • Like! Like! x 1
  6. Karl

    Karl Администратор Staff Member

    163
    843
    343
    Oct 2, 2017
    Hi! You already registered on our site, it means that you successfully signed up for Alpha test. You'll receive a letter with instructions before it starts.
     
    • Like! Like! x 2
  7. Enyera

    Enyera Bard

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    2
    3
    Jul 12, 2019
    Alright, thank you!
     
    • Like! Like! x 1