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Hardland Release 6 is available now!

WHAT'S NEW IN RELEASE 6:

  • The first iteration of the new erosion based terrain system (iteration 2 coming soon!)

  • Brand new story generator which randomizes NPC items as well as generates character names, titles, dialogue and simple quests

  • New set of younger villagers (men & women)

  • Save functionality improved so that player position is now remembered and new world is only generated on request in the main menu

  • New dialogue and examine camera

  • The merchant has the ability to sell and buy items

  • Support for item prices

  • New sprinting mechanic which consumes stamina (ala Dark Souls)

  • More variants of Town Guards, Forgotten Folk, Goblins Villagers and Wood Elves

  • Improved Wood Elf animations and plenty of other smaller art asset tweaks

  • Unique carry positions for characters and items

(Note: throwing characters is currently broken)

UI

  • Map screen has a much higher resolution than before

  • First mockup of the Quests screen (the data is not plugged in yet)

  • You can change between the menu screens by pressing M (map), I (inventory) and J (quests/journal).

GRAPHICS

  • Optimizations

  • Toned down film grain during night

  • New system for making clouds

  • Improvements to the SSAO

What we're currently working on:

  • Lots of fixes to the terrain shape, this was just the first iteration.

  • There's a land flow map which needs to be plugged into the texture system.

  • We should be able to improve the draw distance without impacting the performance.

  • We also have a new terrain brush system which allows us to do dunes for desert biome, it's gonna be more prominent in Release 7.

  • Better biome distribution to prevent biomes like desert and snow being next to each other.

  • Moving Skeletons and Wizards to the Story Generator, adding more complex quests and fixing the various glitches.

  • Adding more character variations, hair color, heads etc.

  • Fixing the level up effect so it makes all enemies flee temporarily when it happens.

  • Making better use of the new cloud system so different locations can have different clouds. One idea is to use it for a fog like this:

Until next time!

  • Timo

PS. This is how the villagers looked at one stage, looks ready for an Assassin's Creed :)

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