The team starts by addressing the past few weeks of progress,
“It would be disingenuous of me to say anything other than that the last four weeks have been tough ones for me and for CSE. Three weeks ago, I told you all that our commitment to Camelot Unchained had not wavered one bit. Rather, thanks to the work we’ve been doing, it has strengthened, and we remain committed to delivering the game to our Backers.”
The update touches on rendering improvements like faster scene queries, and faster transparency rendering. Scalability has also improved, as has the ability for an item to swap models. The update also touches on RvR,
“Since Camelot Unchained is an open world RvR game, we need to start running open world style tests. Up to now we have run most of our testing in small scale, focused purpose-built scenarios. These scenario zones have been built to host large scale testing, or specific feature testing, but haven’t really approximated the gameplay we expect will take place in the final game. The zone we are now working on delivering, is for the first time going to feature a lot of the basic mechanics we want for the final game, and will not run as a time limited scenario with contrived rules and victory conditions, but will remain available persistently for the duration of our tests with no end or reset conditions present.”
The post is replete with screenshots, GIFs, and more to show off what has been accomplished to date.