Crowfall Articles
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".
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".
ArtCraft's latest Crowfall blog is all about chatting it up. The post announces a partnership with third-party chat system developer, Vivox, and what it brings to the game. According to the blog, "it brings the scalability and features we're looking for along with seamless integration".
ArtCraft has announced the formation of a new division that will be focused on licensing the Artisan Engine. Called ArtCraft Technologies, the division "will focus on providing game developers with turnkey technology solutions for creating large-scale MMOs based on the technology behind their flagship title, Crowfall".
The Crowfall site has an exciting new article that details one of the game's most exciting features: The Hunger. "The Hunger is a dark, supernatural phenomenon of unknown origins" the post reads. "It spreads across the land like a pox - a nocturnal disease that affects the land, the trees and every living creature it touches."
The Crowfall site has been updated with a new post from Thomas Blixtev Blair that details one of the exciting new features coming to the game with the v5.7 milestone update. Season will be one way to mark the passage of time, a crucial feature of the game as it "causes dramatic, fundamental changes to the gameplay in [the] universe".
The Crowfall Founders' Update for mid-2018 has been published. In it, backers and fans learn that the soft launch has been pushed back to 2019; that a Russian distributor has been found similar to that for EU with Travian; and that the game's MMO engine (as opposed to a rendering engine) has been licensed to another company "to give them a jump-start on their next big title".
If you're in a hurry and don't always have the time to conduct proper harvesting, Crowfall has you covered. Wildcrafting is a way to gather plants that can literally be done on the run. "You see a spawned resource and you can run up and grab it with a single button press", the blog reads. This is considered a second-to-second loop as compare to, for instance, combat that is a minute-to-minute loop.
The latest Crowfall developer diary has been published that spotlights changes to social features coming to pre-alpha in v5.7. The first iteration of new features available for testing in pre-alpha 5.7 improve the ability to target and interact with other players. Currently, players have to use chat commands but, when added, it will switch to a quick-access menu complete with keybindings. Players will be able to initiate trade requests, invite others to party up and more.
The latest Crowfall development diary has been published that provides players with information how the addition of both a day / night cycle and seasons will make the game a more dynamic experience for players. Art Craft developers are vested in creating a game world where it is "constantly changing based on the passage of time and on player actions". Once these new features are fully implemented "we will have laid the foundation for the idea of time-limited campaigns".
The Crowfall site has been updated with a new look at the art behind the male and female High Elves. The developer post goes into detail about designing the proper aesthetic for them and that all artwork has been completed. What that means, of course, is that both male and female High Elves will probably be playable in the upcoming Pre-Alpha 5.6.
The Crowfall site has been updated with a post by Thomas Blair that details recent changes to the skill training and mechanics features. He begins the post by acknowledging that "progression and long-term character growth are extremely important in MMORPGs and we recognize that they are a cornerstone of the experience". Many of the changes have come about from player feedback, both active feedback and passively through data collection.
The latest Crowfall developer diary delved into a trio of tasty PvP topics: Unconsciousness, Resurrection and, last but not least, Beheading. Yes, you can lose your head in Crowfall. Let's take a brief look at how these systems work.
The Crowfall site has been updated with a post to introduce fans and players to the game's vendors. The first iteration of vendors will be in the game "soon" and the post provides players with a first look at the upcoming system.
The latest Crowfall developer diary has been published on the official site that provides both lore and game design behind Crypts. The article delves into "how the player changes between one character and another". The basis for Crowfall's system lies with skills being tied to an account rather than a single character, hence a unique system for swapping characters.