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All Posts by SlyLoK

All Posts by SlyLoK

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Linking & Triggering

The Linking and Triggering system allows you to “Link” two or more props so that interacting with one will “trigger” the others. Some examples:
  • Have one light turn on all other lights.
  • Create a locked door that can only be opened by clicking on a hidden item.
  • Automatically open gates when players walk up to them.
The system works through linking Events and Actions. An event triggers an action. An event could happen when you pull a lever or enter an area. Actions are things like “Open” or “Turn On”. Triggers and actions differ between props. 

Setting up links is easy:

Place the two (or more) interactable props on your claim and right-click on the one that will start the link; select the new ‘Link’ option. (By interactable prop, we mean any prop that currently does something when clicked on - like a light turning on and off, or a door opening and closing.)
  1. Select the trigger event on the starting prop.
  2. Click on the prop you want to link after selecting the event.
  3. And then select the action you want the linked prop to do when it is triggered.
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Area Tool

A new tool has been introduced for use with linking and triggering: The Area Tool. This tool allows you to create a custom area that can then be linked. Some more details:
  • This tool is given to new characters along with all the other tools when you place your first claim.
  • Existing characters who have already placed a claim can get the new area tool from the resupply chest located at the Portal Spire.
  • Use this tool to create hidden areas that can be linked to the props on your claims. (Use the tool to select the trigger area, then press E to confirm it.) These linked areas can then trigger those props when players enter or exit them: simply right-click on the area and choose the "link" option, as above.)
  • A new ‘Show Trigger Areas’ option has been added to the claim drop down window. This can be toggled on and off to see the trigger areas on your claim.
[IMG]


Checking or breaking links

To confirm what a link is doing, or break a link, simply right-click on the starting prop again, choose the "link" option, and look at the connecting link line. Clicking the white chain link icon will break the connection.
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Voice chat

Voice chat comes to Landmark! The first iteration of In-game Voice Chat (Vivox) has been added. It has basic functionality but will allow you to speak to others in Proximity, Party or Guild channels.

How do I enable Voice Chat?

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  • By default voice chat is OFF. To access the Voice Chat window click the voice icon attached to the chat window.
    • Alternatively you can open the Voice Chat window by selecting it in the Main Menu popup list.
  • Turn voice chat ON by checking the “Voice Chat Enabled” option at the top of the window.
  • Once voice chat is on:
    • You will automatically join the Proximity channel. The proximity channel allows you to hear and speak to nearby players who have the channel enabled.
    • You will automatically join a guild channel (named after your guild) if you are part of a guild.
    • You will automatically join a party channel if you are in a party.
How do I mute voice channels?
  • Each channel can be muted individually in the Voice Chat window by clicking the checkbox next to them.
How can I speak in a voice channel?
  • You can speak to a channel using one of two modes Push to Talk or Voice Activated.
    • Push to Talk
      • When in Push to Talk you must press and hold a key to speak.
      • This can be useful if you play in a noisy environment or prefer complete control over when your voice will be heard.
      • Push to Talk must be turned on in the Voice Chat options.
    • Voice Activated
      • When in Voice Activated mode you microphone is always on and your speech is transmitted to the currently selected channel at all times.
      • This mode is useful if you play in a quiet environment and you don’t want to have to press a button to speak.
  • To speak to a voice channel:
    • In Voice Activated mode, press the keybinding associated with a channel to select it, then speak.
    • In Push to Talk mode, press and hold the keybinding associated with a channel, then speak. Release the key when you are done speaking.
How do I ignore this annoying troll in the proximity channel?
  • Players can be ignored in any channel by:
    • Clicking the checkbox next to their name in the Voice Chat window OR
    • /ignore add playername OR
    • Manually adding any player to your blocked list via the Contacts window.
How do I adjust my Voice Chat settings?
  • You can fine tune your voice chat settings by clicking the “Voice Chat Settings” button in the Voice Chat window. This will take you to the Voice Chat tab of the Game Settings window.
    • The options there include:
    • Enable Voice – Toggles Voice Chat.
    • Input Device – Select your microphone from this drop down list.
    • Transmit Volume – Set the volume level of YOUR voice.
    • Test Microphone – Use this recorder to hear how you sound to others.
    • Push to Talk – Toggle Push to Talk mode.
    • Output Device – Select the speakers you would like voice chat to go to.
    • Master Receive Volume – Select the default volume of incoming voice chat.
    • Ducking – Set the amount that game sounds and music volume should lower when there is voice chat activity.
How do I change the keys bound to each voice channel?
  • Currently these are located in the ESC > Customize Controls menu, under the Voice action set. We will improve this in the future.
And more!
  • A new permission level – Copy Only – has been added to claim permission. This allows visitors to make a copy of anything on a claim, but be unable to do anything else to it, including delete. Hooray, swap meet owners!
  • Removed the cool down from Soles of the Outrider
  • Removed the cool down from Messenger’s Sandals
  • Soldier’s Blade has been renamed to Blade of Assault
  • Mercenary’s Staff has been renamed to Frozen Crystal Staff
  • Slayer’s Bow has been renamed to Dragonbone Bow
  • You can now use the quantity field on all Crafting Stations.
  • Fixed an issue where you couldn’t place props on the very bottom of a claim.
  • Grappling in a cave should no longer pop you to the surface.
  • Copy/pasting animated props should no longer cause the props to change position incorrectly
  • Fixed an issue that was causing the player character's collision volume to change in size when wearing some outfits.
  • The Iron Portcullis should no longer disappear if scaled down too small.
  • Added audio to the Feather Tipped Boots ability.
  • Addressed an issue where the Founder's Chest would sometimes not return lost items.
  • Fixed the LOD's on numerous props. They should no longer rotate or flip when getting a certain distance away from them.
  • Crystia plants should now properly have collision.
  • Added proper FX to the base of the Tall Glowing Mushroom props.
  • Added a scroll bar to the Recipe Components area of all crafting stations.
  • And more!
Props

We’ve got a huge list of new props for you this update, including some really great FX emitters that drop exclusively from NPCs and chests!

Decorations
  • Long Hanging Curtains (Black & White, Green, Regal Red, Regal Blue, Red & Grey, Red & Cream)
  • Short Hanging Curtains (Black & White, Green, Regal Red, Regal Blue, Red & Grey, Red & Cream)
  • Bahama Shutters (Buttermilk, Federal Blue, Marigold, Pitch Black, Tavern Green, Barn Red)
  • Louvered Shutters, Left & Right (Buttermilk, Federal Blue, Marigold, Pitch Black, Tavern Green, Barn Red)
  • Hook Brace (Brass and Iron)
  • Ring Brace (Brass and Iron)
  • Coiled Rope (Brown, Green, Blue, Red, Yellow, White, Black)
  • Curved Rope (Brown, Green, Blue, Red, Yellow, White, Black)
  • Straight Rope (Brown, Green, Blue, Red, Yellow, White, Black)
  • Large Knotted Rope (Brown, Green, Blue, Red, Yellow, White, Black)
  • Small Knotted Rope (Brown, Green, Blue, Red, Yellow, White, Black)
  • Bouquet of Lilies (Orange, Pink, Pink & White, Red, Yellow)
  • Bouquet of Roses (Orange, Pink, Black, Red, Yellow, White)
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[IMG]

Furniture
  • Plain Wood Bench
  • Dark Wood Bench
  • Cherry Wood Bench
Linking and Triggering Props
  • Simple Trapdoor
  • Simple Floor Switch
Emitters

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  • Magic Fire (Campfire, Blue, Green, Pink, Purple, Red, Yellow, Orange)
  • Small Magic Fire (Campfire, Blue, Green, Pink, Purple, Red, Yellow)
  • Torch Fire (Campfire, Blue, Green, Pink, Purple, Red, Yellow)
  • Geyser Warning Fire
  • Geyser Eruption Fire
  • Lava Fire
  • Small Lava Fire
  • Gas Fire
  • Fire Embers
  • Fire Plume (two types)
Improved level of detail

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  • The environment team is hard at work upgrading the detail on all of our procedural props. This means a higher level of detail on all of our trees and plants. These upgrades will trickle out over the next few updates, but take a look at the difference in this update.
  • We’re also updating all the player characters and wearables in a similar way, so look for those soon.
Crafting

The big change here is the new salvaging system, and when we say big, we mean massive. Salvaging introduces a new item creation loop that is fueled by items with real value. These are the weapons, armor, and accessories dropped by the monsters of Landmark; items that have function and purpose, and that can now be used to create items that fit your specific play style. Our monsters have also been granted item drops that teach new recipes, fulfilling a long desired goal of making recipes collectible.

Salvaging

Salvaging expands the crafting system by introducing the ability to break down extra equipment items into magical components. These components can be used in the new recipes to craft new equipment for your exploration and adventure! You will also get Ether Shards from salvaging, which will be an important currency in the future.

[IMG]

As with our other crafting systems the salvaging system is accessed via its own crafting station; the Ether Stone (shown above!). These vastly ancient devices can be found at every hub, and can also be crafted if desired. The Ether Stone breaks apart most items, converting them into various magical components that can be used to craft similar items, e.g. salvaging several weapons produces an Aspect of Destruction, which can be used to create a specific weapon with unique properties. Matching salvage components exist for the following item types.
  • Weapons produce Aspects of Destruction
  • Tools produce Aspects of Gathering
  • Chest armors produce Aspects of Fortitude
  • Head armors produce Aspects of Protection
  • Hand armors produce Aspects of Deftness
  • Boots produce Aspects of Speed
  • Accessories produce Aspects of Focus
Additionally the salvaging system interacts with damage keywords by letting you salvage the same items mentioned above for keyword specific components known as essences. Recipes that call for both aspects and essences produce powerful items with specialized keyword synergies that trigger when using abilities with matching keywords. Keywords that produce salvage components include the following.
  • Physical items produce Essence of Might
  • Affliction items produce Essence of Frailty
  • Fire items produce Molten Essence
  • Water items produce Aquatic Essence
  • Radiance items produce Essence of Light
  • Shadow items produce Essence of Darkness
  • Lightning items produce Essence of Storms
  • Primal items can be used to produce any of the essences mentioned above.
The Ether Stone can also be used to produce Ether Shards, which are highly mutable pieces of crystallized energy that act as a spark or catalyst for just about everything that can be crafted in Landmark. They are also commonly found in the clutches of monsters, in long lost chests, or buried in ancient deposits of dirt.

[IMG]

Recipe Changes

The most notable change to recipes in this update is that many are now earned from monster or chest loot, rather than being granted automatically. As all recipes were previously granted automatically this means that existing characters will no longer have many of the recipes they previously had. The full list of recipes that are now dropped is somewhat large, but we can confirm that the list only includes a selection of items with the following types.
  • Grappling Hooks
  • Outfits
  • Armor (chest, head, and hands)
  • Accessories
  • Boots
  • Potions
As you might expect most recipes in the game have also been updated to include salvage components, but many had their harvesting resource costs reduced as well. This change was made to compensate for the addition of salvage components.

Upgrading

The upgrading system is scheduled to undergo some significant changes between 12.15 and our next big update, however until those changes hit our Live servers we are putting a soft hold on the system. You will still be able to use relics you’ve already collected, but you won’t be able to collect any more for the time being. A larger implication of these upcoming changes to upgrading is that all upgradable items now drop and craft as Average quality only.

Refining

Many new recipes have been added to the refining stations, including composite and block recipes. But this is only a single step towards our long term goals. When the refining system comes online we intend to make blocks the de facto item type used for material placement, with refiners being the primary avenue through which blocks are acquired. In anticipation of this change we’ve made tier 1 refiners far more accessible, reducing the cost to craft them considerably.

Mastercraft Bracer and Tech Forge

As a result of the upgrading changes mentioned above, namely the removal of randomized quality from crafted items, the mastercraft bracer and tech forge are receiving some changes this update. Instead of increasing the quality floor when crafting an item, both of these items will now refund a number of salvaging components when a recipe is completed.


Tooltips

Tooltip improvements are here! This change brings some much needed polish and visual flare to the basic tooltips we had before. Tooltips now have a delay (yay!) as well as improvements to the way we display abilities, item quality, keywords and more.
  • Where did those detailed ability tooltips go?
    • They’re still there! We’ve hidden them by default to make browsing items a little easier. If you are viewing an item that has an ability press [ALT] to toggle the detail view on and off.
  • Where did the item quality go? What does the colored border mean?
    • The color and design of the border is the new way we represent Item Quality.
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Average (no border), Superior (green), Exceptional (blue), Legendary (violet)
  • Tooltip display delay can now be adjusted!
    • There is a new “Tooltip Delay” setting in Game Settings > Interface Settings. Change the delay to your liking, or eliminate it entirely.
Composite Resources

Landmark isn’t a game about grinding levels; it’s a game where everything you gather and create has value, and we want to ensure that's as true for crafters as for builders. To accomplish this, we are introducing composite resources. These are materials used specifically for crafting, and they include low tier resources in the creation of high tier composites.

These composites are called "Cut" materials on the crafting stations (e.g. "Cut Rubicite"). This means some resources that were formerly mined directly are now created by combining other resources; for example, rubicite is no longer a mined ore, so to craft an item using rubicite, you would first create cut rubicite out of copper and gold.

The full list of resources that are now composites includes the following.
  • Metal
    • Solucite – created from a combination of Copper and Tin. (New!)
    • Druidium – created from a combination of Tin and Iron (formerly Tungsten).
    • Indicite – created from a combination of Iron and Silver (formerly Cobalt).
    • Rubicite – created from a combination of Copper and Gold.
    • Mithril – created from a combination of Iron and Gold.
    • Etherium – created from a combination of Tin, Silver, and Gold.
  • Gemstone
    • Skystone – created from a combination of Sapphire and Agate (formerly Aquamarine).
    • Amethyn – created from a combination of Ruby and Sapphire (formerly Amethyst).
    • Tormeral – created from a combination of Emerald and Ruby (formerly Tourmaline).
    • Sunstone – created from a combination of Diamond and Agate (formerly Topaz).
    • Omenstone – created from a combination of Diamond and Ruby. (New!)
    • Moonstone – created from a combination of Diamond, Emerald, and Sapphire.
  • Lumicite materials, which were technically the first of our composite materials, have also had their recipes updated to utilize non-composite materials, including ether shards (remember: these can also be obtained by mining ancient earth).
Building Resources

We don't want the gathering of resources for building to be onerous. Thus, while composites are our solution for gatherers and crafters, we've created a similar system to allow builders to make many building materials out of the resources they gather from the world. Our solution here is the introduction of Blocks, which work the way wood and glass have already been functioning. By giving builders recipes to craft blocks, which are only used for building, we can allow a much more generous conversion rate than we could when you were building directly with mined ore. In other words, instead of one unit of mined rubicite equalling one placed voxel of rubicite, the block recipes allow a small number of units of mined copper and gold to convert into a large number of placed voxels of rubicite. Wherever the resource you want to build with is not directly mined in the world, look for a block recipe to build with!

The full list of resources that now involve Block conversions includes the following.
  • Wood Blocks
    • Plain Wood Blocks are now used for all plain wood materials (formerly used plain wood logs and planks).
    • Burled Wood Blocks are now used for all burled wood materials (formerly used burled wood logs and planks).
    • Striped Wood Blocks are now used for all striped wood materials (formerly used striped wood logs and planks).
  • Textile Blocks
    • Jute Blocks are now used for the Light Mauve and Light Brown Rough Cloth materials (formerly used dirt).
    • Plumthistle Blocks are now used for the Oxeblood and Green Rough Cloth materials (formerly used dirt).
    • Cotton Blocks are now used for the Light Blue Rough Cloth material (formerly used dirt).
    • Crystia Blocks are now used for the Dark Blue Rough Cloth material (formerly used dirt).
  • Metal Blocks
    • Druidium Blocks are now used for all Druidium materials (formerly used Tungsten Ore).
    • All existing Tungsten Ore has been converted to Druidium Blocks.
    • Indicite Blocks are now used for all Indicite materials (formerly used Cobalt Ore).
    • All existing Cobalt Ore has been converted to Indicite Blocks.
    • Rubicite Blocks are now used for all Rubicite materials (formerly used Rubicite Ore).
    • All existing Rubicite Ore has been converted to Rubicite Blocks.
    • Mithril Blocks are now used for all Mithril materials (formerly used Mithril Ore).
    • All existing Mithril Ore has been converted to Mithril Blocks.
    • Etherium Blocks are now used for all Etherium materials (formerly used Etherium Ore).
    • All existing Etherium Ore has been converted to Etherium Blocks.
  • Gemstone Blocks
    • Skystone Blocks are now used for the Raw Skystone material (formerly used Aquamarine).
    • All existing Aquamarine has been converted to Skystone Blocks.
    • Amethyn Blocks are now used for the Raw Amethyn material (formerly used Amethyst).
    • All existing Amethyst has been converted to Amethyn Blocks.
    • Tormeral Blocks are now used for the Raw Tormeral material (formerly used Tourmaline).
    • All existing Tourmaline has been converted to Tormeral Blocks.
    • Sunstone Blocks are now used for the Raw Sunstone material (formerly used Topaz).
    • All existing Topaz has been converted to Sunstone Blocks.
    • Moonstone Blocks are now used for all Moonstone materials (formerly used Moonstone).
    • All existing Moonstone has been converted to Moonstone Blocks.
Several new material categories have also been created and many existing materials have been migrated to these categories.
  • Dirt, sand, snow, ice, and glass materials now belong to the Common category.
  • All gem materials now belong to the Gemstone category.
  • All cloth materials now belong to the Textile category.
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Harvesting Accessories

We’ve always been unhappy with the cumbersome item swapping gameplay promoted by our existing harvesting accessories, but with the introduction of monsters throughout the world that problem has only become worse. We debated several possible solutions, but in the end decided that to properly address this problem we needed to retire our existing harvesting accessories while finding a better way to provide those bonus stats. Unfortunately the mechanism we are currently planning on using to provide these stats isn’t ready and will have to be included in a future update. So for now we are doing the following.
  • Harvesting accessories are being retired in this update, meaning they will no longer be craftable or available via drops, but any existing accessories can still be used.
Harvesting changes

Grab your pulverizers, because resources are moving underground! With the arrival of underground layers our various tiers of surface and subsurface resources have moved into the extensive cave networks that can now be found deep beneath the islands of Landmark. While this change makes the search for resources a far more interesting and exciting prospect, it also makes it a bit more challenging. But don’t worry! We’ve taken this into account and made a number of changes to our tiers, the resources assigned to them, and the way those resources are used to accommodate gatherers, crafters, and builders alike.

The resource/harvesting changes below have also been added to the in-game help system (the ? button on your bottom menu) so you can refer to it at any time.

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Redistribution of Plants

Plants have always been biome specific, but they were also designed with a progression in mind that required a layered world. With the advent of those layers our underground botanical progression dreams have finally been realized! To accommodate this new progression we’ve adjusted the tiers at which certain plants spawn and in some cases also swapped around their home biomes. As a result the following distribution changes have occurred.
  • Textile Plants
    • Jute, Plumthistle, and Cotton are now tier 1 textile plants and appear on the surface as well as within tier 1 caves.
    • Crystia (formerly a potion plant) is now a tier 2 textile plant and only appears in tier 2 or lower caves.
      • All existing Infused Crystia has been converted to Woven Crystia.
      • All recipes that previously used Infused Crystia now use Infused Vilebloom.
    • Sunblossom is now a tier 4 textile plant and has been moved to the deciduous forest biome, meaning it will no longer drop until that biome is released during open beta.
      • All recipes that previously used Woven Sunblossom now use Woven Crystia.
  • Extract Plants
    • Bluebell is now a tier 1 potion plant and appears on the surface as well as within tier 1 caves.
    • Cordella is now a tier 1 potion plant and has been moved to the deciduous forest biome, meaning it will no longer drop until that biome is released.
      • All recipes that previously used Infused Cordella now use Infused Bluebell.
    • Nightbloom is now a tier 3 potion plant and only appears in tier 3 or lower caves.
    • Bloodtear is now a tier 4 potion plant and only appears in tier 4 or lower caves.
    • Vilebloom, a new tier 5 potion plant found in old growth forest biomes, has been added to tier 5 caves.
  • For Future Release
    • Collection entries have been created for a new tier 5 textile plant called Embercup, and for a new tier 1 potion plant called Nomad’s Crown, which are both scheduled for release with our upcoming volcanic biome.
In addition to the various distribution changes mentioned above, several sweeping changes have been made to plants, which include the following.
  • Large and Perfect versions of every plant can now be found underground! These rare (- , but) and easy to spot super plants yield significantly more resources than their normal brethren and grow more numerous as you venture deeper below the surface.
  • Normal plants now drop fewer materials, but woven and infused combines are also cheaper to make.
  • Plant Extract and Fibers now also drop from normal, large and perfect plants in addition to the common world plants to which they were previously exclusive.
Along with this new plant progression comes a new sickle progression and 4 new sickles. Find them on the Stone Forge!
  • The silver sickle has also been renamed to match our new tool naming conventions.

Redistribution of Voxel Materials

As with plants, our stones, metals, and gems have been redistributed and pushed underground to fill out the vast array of caves now found beneath the surface. However, as we considered the implications of underground gathering in the deepest layers of our world, we also decided to move forward with a long idle plan to streamline our gathered material list with composite materials. The result of this plan is that fewer materials are found in the world, but those materials can now be combined to create composite materials. For example, rather than mining a Mithril vein you would create that rare metal by combining Iron and Gold.

The point of this change is to simplify the goals of gatherers when hunting for resources underground, making it easier to focus on a smaller selection of veins, which in turn should make it easier to accumulate those resources in sufficient quantities over a reasonable period of time. To accommodate this new resource plan we’ve adjusted the tiers at which certain material veins spawn. As a result the following distribution changes have occurred.
  • Stone
    • Marble is now a tier 2 stone and only appears in tier 1-3 caves.
    • Amaranthine is now a tier 3 stone and only appears in tier 2-4 caves.
    • Obsidian is now a tier 4 stone and only appears in tier 3-5 caves.
    • Alabaster is now a tier 5 stone and only appears in tier 4-5 caves.
  • Metal
    • Copper is now a tier 1 metal and only appears on the surface as well as within tier 1-2 caves.
    • Tin is now a tier 2 metal and only appears in tier 1-3 caves.
    • Iron is now a tier 3 metal and only appears in tier 2-4 caves.
    • Silver is now a tier 4 metal and only appears in tier 3-5 caves.
    • Gold is now a tier 5 metal and only appears in tier 4-5 caves.
    • All other metals have been converted to composite materials.
  • Gemstone
    • Agate is now a tier 1 gem and only appears on the surface as well as within tier 1-2 caves.
    • Sapphire is now a tier 2 gem and only appears in tier 1-3 caves.
    • Ruby is now a tier 3 gem and only appears in tier 2-4 caves.
    • Emerald is now a tier 4 gem and only appears in tier 3-5 caves.
    • Diamond is now a tier 5 gem and only appears in tier 4-5 caves.
    • All other gems have been converted to composite materials.
  • Ancient Earth
    • Ancient Earth continues to spawn on the surface and now in all underground tiers.
In addition to the various distribution changes mentioned above, several significant changes have been made to voxel materials, which include the following.
  • Voxel hitpoints have been modified to support a smoother gameplay experience, the result of which is a predictable number of swings to destroy voxels from tier to tier. The baseline is now 2 swings for stone, metal, and gems, and 1 swing for everything else, which remains true as you increase in tier when using picks with a matching harvest rating.
    • Note, this does not apply to existing picks. See below for information on a new set of picks being released with this update.
  • Elemental resources no longer drop or are used in any recipes.
    • All recipes that previously used elemental resources now use a new item called Ether Shards.
    • Unfortunately existing elemental resources have no use and cannot be sold or salvaged in this update. This will change in a future update to the salvaging system, which will add support for salvaging large quantities of excess resources.
  • Relics no longer drop – instead Ancient Earth deposits now drop Ether Shards.
    • Existing relics can still be used to upgrade tools crafted before this update, but will eventually be retired with future updates to the upgrading system.
  • Coal and Essence of Earth no longer drop from stone.
    • Coal can still be crafted at a forge using wood, and the item description has been updated to reflect this, but essence of earth has been removed from the game entirely. All recipes that previously used essence of earth now use an appropriate amount of ether shards.
The various voxel material changes listed above have also invalidated the existing pick progression, but rather than reduce the stats on existing picks we’ve elected to create a set of new picks that match the new distribution plan. Find them on the Stone Forge!
  • Existing picks have been retired and can no longer be crafted, but players who previously created them can still use them to harvest voxel materials belonging to appropriate tiers.

https://forums.station.sony.com/landmark/index.php?threads/update-notes-17-dec-2014-let-there-be-monsters.51046/

Apologies ahead of time for the white background. Just a simple drag and drop copy.

Caves

 
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The Landmark cave system is being expanded and true layers are being introduced! Rather than altering the current surface caves, which would require popping off any affected claims in the area, surface caves will be removed from existing continents in the 12/15 patch. They will return in the new continents that will be generated for open beta. Beneath the surface of each island explorers will be able to explore through 5 layers filled with underground caves. Along with the cave and layer expansion, mining veins of metal and gems will be redistributed so that the higher tiers of resources are found in the deeper, more dangerous depths.
  • Below the surface caves, large caverns can be found as part of the cave networks. These are very large, and within them, explorers may find ruins and buried monuments to explore for treasure; but also within the caverns lurk monsters who may challenge the unwary! Many of the buried ruins were created by Landmark players as part of our collaborative open development process, and will credit the creator.
  • Be warned! Falling damage has been re-enabled. Be careful as you explore the massive cavern systems underground – there are some really long drops!
Monsters

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Five new types of monsters, some of which have never been seen before, will appear in the world. Each type has a unique mode of attack and strategies to learn. While there will be a few monsters found above ground, more will lurk in the underground caverns and around buried ruins, so explorers and adventurers seeking treasure in the deeper depths should be sure to take some sturdy armor and weapons.


Starting out

The starter equipment that all new characters begin with is now known as Adventurer’s Gear. Zero cost recipes have also been added to the Stone and Tech Forge that will let you replace these items if you ever need to. The full list of Adventurer’s Gear now includes:
  • Adventurer’s Pick (this also now swings faster and hits a larger area)
  • Adventurer’s Axe
  • Adventurer’s Blade
  • Adventurer’s Doublet
  • Adventurer’s Boots


New equipment

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In Landmark, your choice of equipment is what determines what abilities you can use during combat. This allows you to try a wide variety of combat styles, and mix and match equipment to customize your fighting abilities to suit exactly what you want! Armor, weapons, and equipment use a synergistic key word system which allows items with matching key words to enhance each other’s effectiveness.

Four new weapons that are lootable and craftable. They are:
  • Crescent-Bladed Broadsword (Two Handed Sword) – The wielder of this lightning blade can charge up large amounts of energy and release it into devastating attacks. Allies can gather around to benefit from the excess energy given off. This weapon is slow, but powerful and heals the energy of nearby allies. The play style is a lumbering damage dealer, similar to a barbarian.
  • Obsidian Daggers (Double Daggers) - The wielder of this pair of affliction daggers can perform quick attacks while darting around the battlefield and leaving poison in your wake. This weapon focuses on movement and damage over time effects. The play style is a quick assassin, similar to a rogue.
  • Darksteel Sword and Shield (Sword and Shield) – The wielder of this shadow sword and shield can channel and bend the shadows to become a defensive powerhouse. This weapon focuses on being defensive and protecting allies. The play style is a dark tank, similar to a shadow knight.
  • Lucent Wand (Wand) – The wielder of this radiance wand focuses light into powerful beams to uplift and inspire allies. This weapon focuses on enhancing allies and protecting them from range. This play style is similar to a priest.
  • The selection of craftable and lootable armor is expanding greatly! Over 20 new choices of armor have been added, including four specifically aligned with with key words for additional bonus effects when combined with matching key word weapons or accessories. Choose the armor that fits your playstyle and your look!
  • A selection of new accessories are also craftable and lootable. They include accessories themed to enhance abilities with the lightning, radiance, affliction, and shadow themes.
  • Note that there have been some changes to harvesting equipment also, including the replacement of Relics, all new picks, and a new sickle progression – see the harvesting section below (redistribution of voxel materials) for more details.

Key words system

Key words on equipment are represented as icons and colored text. Combining equipment that has the same key word can provide a bonus to abilities based on that key word. For example:

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In the case of abilities, the background of the tooltip will be the color of the key word(s) of that ability. The list of key word types is as follows:

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Collectible Recipes

  • Only a few of the recipes for the new items will be known to crafters when the servers come up. Most of the recipes must be found from chests or looted from monsters. If you want craft all the new items, head into the caves and explore!

Transportation

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The portal spire on each island is expanding into a full leyline network, which will include additional teleport points both above and below ground for ease of transport. The transport UI is also being upgraded to include more useful information such as which type of environments are found on which island. Each subterranean layer will have a hub that explorers will be able to travel to, but additional leyline points will need to be discovered before they can be traveled to.
  • The Portal Shard item has been changed. It will now allow the user to teleport to the surface portal spire on a 10 minute cooldown. It is still consumable and can be crafted.
  • The Stone of Recall has been added to the game. The stone is a permanent, non-consumable item that will allow you to teleport to the surface portal spire of your current island as well as to any claims you own. There is a 30 minute cool-down between uses. The stone will be included in the starting inventory of every newly created player. Those with older characters can acquire a stone by visiting the resupply chest at any portal spire.
  • In addition, when digging between caves you will now find that pulverizers now dig through terrain faster and have a larger destruction radius.
  • Powered Pulverizers and the Calibrated Rockgrinder now have a faster dig speed when compared to the basic Mechanized Pulverizer.

Graveyards

With the addition of NPC monsters to the world, the chances that adventurers will experience death has increased! If you die on the surface you will return to the hub. If you die below the first layer you will revive in one of the graveyards which are scattered around the underground layers.

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When a player dies in the wilds of Landmark they now have the option to revive themselves at the spot that they died. However, to do this the player needs to spend a Spirit Anchor. Spirit Anchors can be crafted at any workshop.
Originally posted by DMKano
Originally posted by SlyLoK

I am looking forward to this update.

IMO once Landmark goes into Open Beta the Early Access for EQNext will soon follow.

 

Define soon

Around May or June. LM will probably be in OB around March or sooner. That is if they do not want to hold back until after SOE Live / Fanfaire.

 

I am looking forward to this update.

IMO once Landmark goes into Open Beta the Early Access for EQNext will soon follow.

I have played several survival games ( not just zombie ) and they are more or less kill other players before they kill you and not really about surviving. When it is like that it should just be an arena based shooter where you collect resources for points.

IMO survival games need factions as much if not more than other genres. Both sides could work together within their faction and know what to do and expect when running across players from the other faction. 

Survival games can be so much more than the trash that is out there now.

Originally posted by DMKano

Could have just given WoW the award and skipped the entire contest.

I mean is there any doubt that WoW won't win?

 

There are more people on this website that dislike WoW than there are that support it I would say.

Mobs coming?
General Discussion « Landmark
12/14/14 9:10:56 PM

Update was moved to the 17th.. Mobs were all spawning in the same cave.

I am looking forward to it.

My big want is much bigger islands though..

Originally posted by Knotwood
How close are we to launch on this would anyone feel good enough to guess?   Its been two winters now since they said they would release it, I'm wondering how much longer they need?

I believe Landmark will go into open beta within 3 months possibly much sooner.

The more I see the more I believe it will be all dps all the time. No tactics or anything just jump around spamming your AOE abilities until everything is dead.
CDP probably need more time for " parity " among the consoles. Wonder how much MS is paying them along with the other who have parroted parity in recent months.

Never was interested in STO.

LoTRO was pretty big until after Moria when Turbine decided that their players didnt need good or substantial content even in expansions anymore. And having group quests for the Book quests as a pretty stupid decision from the get go too. The game is still ok but the content isnt near the same quality as it once was ..

WAR could have been great if the PvE and world design wasnt pitiful. A single winding road throughout the whole land with content sprinkled along side the road as you went.. There was no exploration to be had anywhere. The crafting was really bad too almost as if it was a last minute mismash just to get it in the game. Now I really enjoyed the public quests though up until there were no more players to do them. 

I cant tell from the video.. Is this mission / map based like Diablo or is their a game world like RO? Looks fun either way.
Originally posted by Iselin
Originally posted by SlyLoK

It is barebones for sure.

It takes a few runs to get enough gold to buy a large chest for 1250g I think it is ( I get about 600-650 gold for a complete run on Routine difficulty ). The gear you get from the chest is random so you will be salvaging a lot but you need those materials to unlock the other classes anyway.

I am not sure how they can make it any better. The current setup doesnt leave much room for significant improvement. They need to allow enemies to drop loot though.

Before I knew what MP was all about, I thought it would be similar to the SP game with large areas to explore. Of course it couldn't be exactly like the SP because that is designed around one hero. But going into a map you have to explore and a lot of different encounters there... with mobs that drop loot... that'd be much more fun.

Yes but do you think they would rework the multiplayer that much? I dont. My comment was about its current setup and other than enemies dropping loot really cant be improved.

If they were to do that then I would like to see the SP maps reused and allow more then 4 people in a single map with respawns and enemies that need 10+ people to take down. 

They dropped the ball on the MP. No question.

It is barebones for sure.

It takes a few runs to get enough gold to buy a large chest for 1250g I think it is ( I get about 600-650 gold for a complete run on Routine difficulty ). The gear you get from the chest is random so you will be salvaging a lot but you need those materials to unlock the other classes anyway.

I am not sure how they can make it any better. The current setup doesnt leave much room for significant improvement. They need to allow enemies to drop loot though.

And I can give 5 reasons why DA would make a horrible MMO.

1. Bioware / EA

2. The lore sucks.

3. The stories suck.

4. The world sucks.

5. The darkspawn are the only notable enemies the franchise has..

Bioware needs to drop DA altogether and pursue another world because they are grasping at straws as far as story and lore for the last 2 installments. The first wasnt even that good either.

Dec 10 and 17 are supposed to bring PvE combat to the game and they say there are monsters going in that they have not mentioned yet. But with the combat the way it is I dont see how it can be any more than jumping around spamming left click and the couple cooldowns available.

Coin currency needs to go in to replace the copper upkeep for claims too.

I am still at a loss as to how slow this project is going. There have been early access indy games that have shown up after and improved more in less time than what Landmark has and that includes some voxel games.

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