You may have noticed we've changed things up this month. That's progress for you. Going forward, our humble newsletter will broaden in scope to include all of Mythic's glorious products! This month the newsletter has been taken over by WAR producer, Carrie Gouskos.

March 2010 Producer's Letter

Hello all!

In the 1.3.4 Producer’s Letter I made a commitment to writing a producer’s letter each month. True to my word, it’s time to give you updates on the progress the team has made since the last producer's letter and to provide you with more information about the future.

A focus of the last letter was on player/developer communication. Since then we’ve been using the Dev Discussion forum to give you insight into our current and future plans. Thanks to player feedback, we’ve gotten a lot of valuable information about some 1.3.5 features that are in development, and some great ideas for the future.

We also have been working very closely with our community and customer support teams on tackling bugs, and we are pleased to let you know that you should be seeing some fixes for the buff dropping problems, Tomb of the Vulture Lord boss issues, and keep door bugs. We appreciate the community’s efforts in helping us to identify and debug these pesky problems.

Since 1.3.4 launched, we have been examining and evaluating Scenarios. The changes to the structure of Scenarios, new Scenario weapons, and Weekend War Fronts have shown to improve many aspects of Scenario gameplay, and we’re very happy with results. The only thing we’re not happy with is people AFKing in Scenarios. As such we are actively investigating a solution for this problem.

Speaking of 1.3.5, now is a great time to share a couple more tidbits about features going into this version. For ease of navigation, we have added “gutters” to the minimap. In these gutters, you will be able to see the direction of off-the-screen objectives without having to pull up your full map.

Another 1.3.5 feature is a massive improvement to our armor tint system. Instead of describing it myself, I’d like to call in an expert, Lead Character Artist, Nate LaMartina:

“We have changed the process by which armors are dyed. As a result, this improves how armor appears once it’s tinted, and also improves its overall fidelity. Fidelity refers to the accuracy of the texture map after a tint has been applied. Compression artifacting (all that muddy-looking stuff) is significantly decreased, and borders between colors now remain sharp and clear. You may notice that the purple color in the high elf “after” shot appears to be different.

This is actually the result of the dye region on this robe being changed so that it’s no longer attempting to dye multiple colors within a single tint region. In the “before” shot, the primary tint (the white dye) encompassed the area seen in white, but it also attempted to dye the purple trim and silver filigree all at once. Three diffuse colors all being dyed together made for some crappy looking color output.

In the “after” shot, the primary dye was reworked so that it only dyes a specific region meant for that color. As a result, the purple region and silver filigree are unaffected when applying the primary dye. Long story short, the dyeable regions on armor have been improved.”

One final cookie for now comes in the form of a Combat & Careers change: Marauders are getting true dual wield in 1.3.5!

Obviously this doesn’t include any information about the massive city changes; those are too extensive to detail here. Keep reading the Herald for more detailed posts and dev diaries about these features coming soon. Also, be sure to check out the Guilds selected to participate in the closed 100% RvR Driven City experience on the official WAR forums!

Speak to you next month!

-Carrie

 

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