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Rumblebore

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Posts posted by Rumblebore

  1. The Actual text is by DOMINO:

    Caves

    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!

    How do I get to the new levels of caves?

    Since the surface caves have temporarily been removed until open beta, there are two ways to find caves:

    •Dig! Pulverizers have been improved, so explore your way underground and see what you bump into. There is no barrier between the tier layers, so you can dig all the way down if you wish. You’ll have better luck inland, there are fewer caves out towards the coastline.

    •The expanded leyline system can take you directly to a leyline hub on each level. Click the main hub crystal, and select “local travel” (as opposed to “world & continent travel”, which is how you switch between worlds/islands). Here you can select which layer to travel to, which will grey out the upper level of the map and show you the spire location on that level. Clicking on that hub will teleport you directly down there, after which you can dig your way around that level as you like:

    Monsters

    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

    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:

    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:

    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

    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.

    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.

    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.

    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, but that really just makes it Charcoal. So we renamed it.

    ◦Essence of Earth has been removed from the game, and all recipes that previously used it 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.

    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 Green Rough Cloth materials (formerly used dirt).

    ◦Cotton Blocks are now used for the Light Blue Rough Cloth and Dark Blue Rough Cloth material (formerly used dirt).

    ◦Crystia Blocks are now used for the Oxeblood 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.

    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.

    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 into magical components. These components are used just about everywhere, to craft new equipment for exploration and adventure, and also as a form of currency in the future!

    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.

    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 Tech Forge and Mastercraft Bracer are receiving some changes this update. The Tech Forge will no longer increase an items quality floor when being crafted, but the cost to craft a Tech Forge is significantly cheaper. The Mastercraft Bracer has also temporarily lost its quality modifier, but now refunds a number of salvaging components when a recipe is completed while wearing it.

    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.

    {IMAGE IN THE ORIGINAL POST}

    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.

    Props

    {NOTE – This section has many images on the original post so it is best viewed at the link itself.}

    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)

    Furniture

    •Plain Wood Bench

    •Dark Wood Bench

    •Cherry Wood Bench

    Linking and Triggering Props

    •Simple Trapdoor

    •Simple Floor Switch

    Emitters

    •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

    •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.

    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.

    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.

    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.

    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?

    •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/my push to talk buttons?

    •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!

  2. Lots of changes on December 17th. I cannot link things here from home so here is a very brief summary:

    1) Monsters, NEW ones, not advertised ones.

    2) Surface caves gone, now Tiered Caves in, with Teleporters in and to each Tier

    3) Resources now based on CAVE tier level. Want level 3 Resources, go to Cave tier 3.

    4) New Gear/Weapons.

    Update can be found under Forums / Landmark Development / Updates / December 17th Update - Let there be monsters.

    If you log into Landmark, one of the advertisement screens links to it.

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

  3. Wynton's folly is a new desert biome zone. Try this: Enter it and I started facing east towards a statue in the distance. Turn NE and run on that direction for 30-45 seconds. this will be open desert area. Ahead you will see rock "walls" which make up the outer boundaries but you will see one formation with a huge black hole in it, if the angle of the sun is right. Using that rock formation - run and pass it by on your left side. follow the path between rocks walls and you will soon see a squared tower ruin. keep thaqt on your left and follow the old path/road keeping to the higher areas and skeletons will appear. This path is now facing SE and more buildings can be seen in daylight times. keep SE until you come to an obvious "T" intersection and turn left. you now have a broken wall of rocks on both sides of you. the closest building on your left needs to be passed by and immediately after it the Quest guy and Reindeer are visible on other side of broken wall.

    There was copper and some iron in the zone, some cotton and garlic too.

    PS - ity should be noted you are right near the eastern zone out. Skeletons aplenty in this area.

  4. Brian Weatherby

    Holtrot

    Stone house with balcony

    2 Dragonbone chairs out front

    Enter town, take first path right, about 4th one on right.

    Main room has rug..jug..ankh..candles. .mounted deer head.

  5. Lots of new stuff including weapons!

    Combat and Game Tables

    • Ladies and Gentlemen... are you ready to rumble? Combat is now in Landmark, and we're starting with PVP.
    • To engage in PVP, you'll have to join a Deathmatch, Team Deathmatch, or Zone Control Game Table that is running on someones claim (or set up your own!)
    • For a more detailed explanation on Combat and Game Tables, please read the detailed notes located here.

    Movers!
    New to this update, Movers are props that you can place on your claim that will fling, teleport, or generally move you about your claim as you see fit.

    • Spring Loaded Launcher
      • This prop will launch the user in the air, at a speed and angle that you specify! Right Click the object and select "Setup" to modify the settings.
    • Spring Loaded Flinger
      • This prop acts similarly to the Launcher, but is a two piece prop. The secondary piece can be moved and placed as you see fit, and acts as a landing spot. Simply place the Cube Object wherever you want, and when you activate the flinger, it'll propel you towards the target! You can also right click this object and select "Setup" in order to change the Height (angle.)
    • Translocation Pad
      • This is a prop that has two pieces, and can teleport the user from one piece to another. After initially placing the two-piece prop, simply right click one of the Pads and select "Reposition." Move it anywhere else on your claim, and when you walk over one of the Pads, it'll teleport you to the other pad!
    • Magical Platform
      • This is a three-piece prop, that acts as a moving platform. You can reposition the two end pieces to make the platform move in any manner that you want. Left to Right, Right to Left, Up and Down, Diagonally - you can even rotate the ends in any axis, which in turn rotates the pad as it moves!
    • These props can be crafted at the workshop.

    Claim Management Overhaul

    • We've significantly overhauled the Claim Management window. You no longer have to open multiple windows to edit your claim, or pay upkeep - this is now an all-in-one solution that lets you easily manage everything in one window.
      • Press U to open Claim Management
      • On the left side, you can see all or your claims. Clicking on one of them will refresh the middle pane of the window with that selected claims information (no more separate windows!)
      • In that middle pane you can update your screenshots, change the claim name and description, and add tags. There is a tab on top of that middle pane that accesses the Security Settings.
      • The right pane displays the Upkeep information for all of your claims. Simply input the number of days you'd like to pay, and it'll tell you how much Copper or SC it will cost.
    • Speaking of SC, we've added the option for you to pay for your upkeep with Station Cash. The current cost is 10 SC per day, per claim.

    Showcase and Player Studio enhancements

    • You can now Follow players and tags within the Showcase!
      • On the My Store tab, click "Start Following." From here you can type in the name of your favorite creator, and start following them.
      • You can also decide to follow certain tags, and this is where you can really get specific.
      • For example, you could put in two separate tags: PVP and Castle. If you're just searching for these, you would get updates from anyone who submitted something with the tag "PVP" or "Castle."
      • However, you could also group tags together! So if you only want to get updates on "PVP Castles" then we would only update you when someone submits something that has BOTH of those tags.
      • Every 24 hours, we'll search for anything that has been successfully submitted to the Marketplace or Gallery, and send you an in-game mail with updates from your followed tags and creators. If you have your personal e-mail on file, we'll also send you an e-mail with the same information.
    • You can now bundle your Player Studio items together!
    • Bundling is a system that lets you bundle any approved Player Studio objects together into a single item that can be purchased from the store. This is obviously useful when you’re attempting to sell anything built with modular pieces, or even just to offer collections of your items at a single price point for convenience.
      • To bundle items together, go to MyStore.
      • You can only bundle items that have been submitted successfully and approved previously.
      • When bundling items, you will name the bundle, give it a description, and then add items from your MyStore list into the bundle.
      • Your bundle price cannot be lower than the total of all the item minimum prices contained within the bundle. Example: If I make an item and submit it to Player Studio, it will have a minimum SC price that needs to be charged. Let’s say I made an archway and the minimum price was 25SC. I list that item for 100SC individually. When I add it to a bundle, it will raise them minimum price of that bundle by the item’s minimum price of 25SC, not by the higher price you decided to charge. 10 such items added into a bundle would raise that bundle’s minimum price by 250SC.
      • Once a bundle is created, it is submitted through the regular review channels for content check. Once approved, you’re good to go!
      • You do not pay any additional Listing Fees for creating a bundle. The listing fees were charged already for the individual pieces.
      • You can create any number of bundles, but you can currently only actively list 10 of them at a time.

    New Props and Material Changes / Additions

    • We've got some great Kerran themed props for all you Workshop builders!
      • Hanging Kerran Lamp
      • Standing Kerran Brazier
      • Hanging Kerran Lantern
      • Wooden Kerran Lattice
      • Rectangular Kerran Rug
      • Ornate Kerran Vase
      • Wooden Kerran Table
      • Wooden Kerran Lamp Post
      • Simple Kerran Stool (six colors)
      • Ornate Kerran Stool (six colors)

    You can also now craft Proximity Mines. For more info on Proximity Mines see the Combat and Game Tables link above.

    As a side note, we've also categorized our Prop Lists, since the list seems to grow every update!

    • Prop – Decoration
    • Prop – Furniture
    • Prop – Lightsource
    • Prop – Interactive
    • Added ten new colored Stucco variations, and sixteen new Burled Wood variations (light and dark tints to all current burled wood textures.) These should add some diversity to Kerran Workshop builds!
    • We've made the Glass Voxels more clear (it previously had a green tint) and removed the rippled texture from it.

    Claim Attachments

    • Good news everyone! We've increased the amount of attached claims you can have to five!
    • To recap, you can have up to two root claims, and up to five attachment claims (total.)
    • As a reminder, all claims must be in a 3x3x3 box around the root claim.

    Performance Improvements

    • We've made a number of optimizations that should improve framerates for many players. This does not include the Multithreaded Rendering, which we are still working on.

    Bug Fixes / Misc

    • Ledge grab has been enabled!
    • You can now interact with a prop, if you have a sickle equipped.
    • Added the following message to Character Delete. "WARNING: Deleting your character will permanently delete all items in your inventory, chests, and vault. This includes items purchased from the Marketplace. Note: Building templates currently saved will carry over to your new character. If you are SURE that you want to delete your character and all its items, please type DELETE below to confirm."
    • Windowed Full Screen should now allow you to Alt Tab to a window that is on another monitor.
    • Fixed numerous crashes.
    • The Portal Spire should now have a near infinite view distance.
    • Added a proper skin to all the Notification Windows (Mail, Upkeep reminder, Player Studio Approvals, etc)
    • The Showcase should now close with "B."
    • Fixed an issue where you would continue to swim on land, if you migrated on to user placed voxels from the water
    • Turned the FPS meter off by default. You can bring it back with Alt + F.
    • You can now press "F" to interact with objects.
    • You are now able to map the Mouse4 and Mouse5 buttons to any control.
    • If you have an item that enables Double Jump, you can now jump after falling.
    • The Contacts list will now keep the Friends / Guild dropdowns regardless of the "Show Offline" setting.
    • Addressed numerous Guild UI bugs
    • There is now a "Retrieve All" button in the Overflow inventor

    Link: https://forums.station.sony.com/landmark/index.php?threads/update-notes-8-27-14.46891/

  6. When will we get the whole continent rather than islands?

    This was not mentioned. They will retain islands while we continue playtesting (as I call it). However, they DID show a map of the intended starting Norrath. Picture Qeynos to FRreeport, add a N-S Crack running the entire length of the continent running mostly through commonlands and desertts of Ro, with an "Impact" icon immediately to the west of Freeport. Now add in the fact one dev slipped and said there would not be any Freeport (and then quickly added "as you know it") before he went on.

    Of course time may change that.

  7. Islands

    Soon to be 5 Tiers deep, surface being Tier 1.

    There will be at least 1 new biome per cave level. These have not been specified at this time.

    Resources will be by Tier of these levels. Treasure chests and plants found within these tiers. There will be NPCS, Monsters and ruins per tier underground.

    Terminology used – “Evergreen Content” – Impression I got was that content with remain and will respawn and restore to a default. This may or may not be accurate as they did not give specific definition and clear example of the use of this term.

    Caves WILL Shuffle every so often, changing the paths down and through and perhaps even content.

    Character Abilities. Currently planning to have primary ability tied to Mouse 1, secondary ability to Mouse 2. (Left and Right mouse buttons)

    Character (Newbie) has only 2 abilities. Sometime later they open 2 more abilities. Rinse repeat.

    There is not going to be a whole lot of spells. But as you gain access to other class abilities you can choose what abilities you are using.

  8. The “Class” System

    EQ Orig gave us 3-Dimensional gameplay after MUDS and Text games. Everything after that is 3D, graphics improved, leveling by XP and grind. The fun in games is now rush to level up to get to higher content to play big encounters for uber-loot. Fun is therefore limited to post-grind for most players.

    SOE wants to change that.

    Landmark Classes

    Terminology – “Gear” means wearable clothing, and weapons in my post.

    “Armor” – No such thing as plate/chain/cloth gear by class. While most “cloth”-looking gear is likely best used by a caster, caster can wear higher defense gear that looks like plate. Casters may be able to wield a sword, but is likely going to be more effective using staves.

    Gear is EVERYTHING. If your gear is T1, then you likely shouldn’t try to kill a T3 player/NPC or greater.

    Resistances is not nearly an issue within game mechanisms/dynamics. So no craft-able platinum & sapphire gear items will be needed.

    No leveling of characters. XP from encounters and quests grant ability points used in conjunction to upgrading gear. Your GEAR is what needs to be improved and ‘leveled’, in the old/current way of thinking. As you ‘advance’ you will ‘unlock’ additional abilities (more later)

    Crafting is another way to upgrade gear.

    Finding epic pieces of gear can be usable, but later you can craft/breakdown that item into components used to make upgraded/better gear

    “Down the Road” – Your Character.

    Decide your basic class from the (approx.) 8 classes to be provided. You will then associate an ‘origin’, such as Martial, Warrior, Nature, Divine, Psionic, Arcane, Forest, water, elementalist, etc to your character. You can then tie in your “Damage Keyword” such as Physical, Shadow, Lightning. Radiance, Fire, etc.

    So your Warrior could have an Origin/ Damage Type of Fire within their beginning abilities, and later unlocked abilities.

    Secondary classes will be available through gaining ability points and finding questgivers who offer the option to learn about another class (say a cleric).

    They showed a Tempest (Lightning-Wizard who could hold her own against melees, The Warrior who could cleqr through a lot of NPOCs, and a Cleric who not only could stand on his own but stand against the Warriors, even coming close to beating him. Classes are being balanced to both stand on their own and also work in group. It was a very good run to watch all three.

    Non-Static Quest givers – Due to the concept of the new systems, you will not find Quest-Giver Sam sitting on the corner of Fippy and Vine in North Qeynos every day. He is NOT static. Sam moves around and if the circumstances (such as an Orc Raid that winds up destroying Qeynos or conquering it) are bad enough, then Sam could be dead, in jail, on a spit roasting, or huddling in the cellar of a destroyed building, or even with the refugees out in Qeynos Hills. Anything is possible. But there is not just 1 way to make a specific improvement on your character tied only to Sam. There can be multiple ways to ‘achieve’ an improvement.

    Life of Consequence – How will things be tracked?

    Each character gets a Rohsong, a “book” that tracks all actions, events, interactions, choices, etc.

    We watched one video of NPCs in a city. Every one was moving around interacting. When the Priestess walked through, a wave of people bowing happened and after she passed they stood and went about their business. They said if a Necromancer had walked through the people would likely give him a wide berth because they know he is very dangerous. Quest givers would be among such people and would react similarly. No yellow “!”’s over their heads. Quest-giver Sam could be in the bar drinking, in a house sleeping, outside the walls pulling vegetables, traveling to the next city, in the palace talking to the Chamberlain, etc.

    Because what is done can affect so many other things, they showed us a simulation of how Kith forest Dryads (Nature-based) found kobolds in the hills nearby who were establishing a camp, then expanding it, then harvesting resources to build bigger, etc. The Dryads were static to maintain the good essence of a dead Tunare whose blood had steeped into Kith Forest and made a chaotic environment needing the Dryads to maintain stability against Darker forces wanting Kith forest. Enter the Kobolds and some conflict ensue but things came out mostly balanced. Enter a force of Dark Elves (Darkness-based) seeking to expand their territory and they first encounter Kobolds. The simulation ran and the Kobolds mostly lost but then the Dark Elves start encountering the Dryads. To power their “Dark Well” which is used to power their forces attacks and building ability, they start capturing Dryads and sucking the life-force out and fill the well. With the growing loss of Dryads, Natures forces weaken and as a consequence, another Force of Darkness begins to grow and works to kill off more dryads, their natural enemies and the forces that the Dryads had been holding back, In the simulation we watched, the Dryads we overpowered and soon the kobolds too, such that only Dark Elves and Dark Forces remained and conflicted against each other in a mostly balanced fight.

    This was a computerized simulation and they said they had used this many times and the Dryads also survived and flourished in some results. The purpose of this simulation for us to see was to show how dynamic actions affect outcomes and that things can change in the game.

    This gives characters, groups, and guilds the options to push into an area and work to change the outcome to compete against forces and oversee materials.

    The idea of the Call to raise Halas is another example of this simulation.

    That simulation will never be shown again. It was to help us understand how the game itself would work in the background while no one is in that area and also how our actions can affect outcome, giving us constant options to affect the game itself, and a tool to help them in planning and looking at how complex things can get.

  9. On August 27th, Combat will be added, 3 weapons will become available (Crafted), a sword, a staff and a Bow. Considered Tier 1.

    Gear also available, some droppable. Look for chests in tunnels and caverns, possible Store items, possible creature drops. A few craftable pieces.

    PVP will be available on claims marked as PVP – Do not enter a Claim that indicates it is PVPO unless you are ready to die.

    New things coming (Likely 27th)

    Movement items – Teleporters – Set Teleporter and then set reception point. There appears to be a distance limit equal to about 1 claim distance, perhaps a bit more. Effect can be further but will require a “zoning’ effect instead of smooth transport. Smokejumper/Dave G tested it out and it appears to be roughly 195 voxels distance, possible farther.

    Flingers” – Think of a teleporter that is spring activated to toss you up to another level, as in video games.

    Floating platforms – Set start point, set Platform, set reception point, Platform then constantly goes back and forth.

    August 18th – Gamestop – New game cards, get $25.00 SC for 20 + (something else, notes were unreadable – sorry)

    Monsters – 5 Monsters – Chomper (already shown months ago), Scorpion Bush (Poison), Exploding Mushroom (fire), and 2 others. Creatures will also appear in caves and caverns, so near-instant death may be around the corner…..

    World Data – Tiers will soon matter more than current. Want tier 3 materials? Must get down to T3 Cave/Cavern system. Pulverizers Rule.

    Islands - Assume all surface is T1. Have to dig to get T2. Coming soon if not 27th.

    <Leyline upgrade> - Each Island will have a series of crystals on the Island itself, to port around to, including spots underground. To access these other crystals, you must first manually find them to open them up for use.

  10. Hello all.

    I need to make this short.

    The entire main events will be streamed each day s if you have access to twitch or any other streaming program, you can probably watch what they announce.

    Tonight was a lot of pre-fluff so with that out of the way perhaps they will settle into the announements better.

    Good night for now.

  11. I will be attending and from the weather watch I have been doing, staying inside as much as possible. It is my first time in Vegas so I do want to do some tourist traps, but I will check in here as I can.

  12. Roaming Vectors

    •In a nutshell, this lets our tools act with more precision.
    ◦Angles and edges when using the Line Tool are cleaner.
    ◦Artifacts in Shaped Blocks have been drastically reduced.
    ◦Artifacts when Copying / Cutting slices out of other shapes has been reduced.
    ◦You can now use the 1x1x1 size with Shaped Blocks.
    •We’re still working on improving the fidelity of shaped blocks and the line tool, but this should be a pretty big improvement.

    Voxel Cursor Changes

    •We've made a fairly large change to the sizes of voxel cursors. Previously the default sizes on cursors were in powers of three. You could also switch to powers of two by pressing "N." This is a bit convoluted, and didn't really make sense, seeing as how you could make a shape any size with the Selection Volume anyway.
    •With this change, the mouse wheel now increments the size of the cursors by one.
    •Please note that while we allow you to use the Sphere cursor sizes with anything under six, we've tinted the cursors Red. This is because Spheres don't draw well with anything under a 6x6x6 size.

    Material Changes and new Materials!

    •Thanks to the thread located here we took a hard look at how our voxel materials matched up with the voxel grid.
    •Code fixed numerous bugs including:
    ◦Most materials were offset from the grid by .5
    ◦Most materials when on a Y-Axis were actually being projected upside down
    •Art went in and did a full polish pass as well:
    ◦Fixed individual materials that were not aligned to the grid
    ◦Fixed repeat rate on some materials to balance density
    ◦Materials like Banded Metals and wooden baseboards got a little smaller, to match a 1x1x1 Voxel. For Rivets in particular, we’ve fixed it so that a Rivet would display every other voxel, in the center.
    •In addition, we've also got FOUR new shades of Slate for you to work with. This should help all you Dark Elf architects mix it up a bit!

    New Props!

    •Several new props have been added to the Tinkerer’s Workshop, including five different trapdoors, rows of assorted books, and a number of high tech pipes, control panels, switches, and activatable fans.
    ◦We’re focusing on making props that can be used in lots of different ways in the future. Even though the high tech props may be of more limited use, we can’t wait to see the crazy things you do with them!

    Marketplace

    •Several new colors of the Colonist’s Encounter Suit have been added to the Marketplace!
    ◦Lime Green
    ◦Red & White
    ◦Orange & Grey
    ◦Blue & Grey
    •We've also bundled up the aforementioned high-tech props and added them to the Marketplace.

    Ore Distribution Changes

    •Marble and amaranthine veins are now more plentiful on the surface of Tier 2 islands.
    •Obsidian and alabaster veins are now more plentiful on the surface of Tier 4 islands.
    •Large veins combining marble and amaranthine can now be found in caves on Tier 2 and Tier 3 islands.
    •Large veins combining obsidian and alabaster can now be found in caves on Tier 3 and Tier 4 islands.

    Player Studio

    •You will now receive an in-game mail when your Player Studio submitted template is in any of the available statuses:
    ◦Peer Review
    ◦CS Review
    ◦Approved
    ◦Rejected

    Bug Fixes

    •We've redistributed the Props on all continents once again. This should eliminate both the "Wall of Props" issue, and the bug where there were large areas with no props at all.
    •Claim Headers will no longer automatically drop down when your mouse cursor gets close to it. They will still drop down automatically when you enter any claim, but will auto-hide after a few seconds. You'll need to click the button if you want it to drop down. This applies to all claims.
    •The Ore Finder can now detect Etherium and the Ground Sounder can now detect Moonstone.
    •When you jump in the air, we determine what you're landing on / in, and play the appropriate animations. This means that you will now dive headfirst in to water, among other animations.
    •Infused Nightbloom can now be made on the Legendary Infuser
    •The Rotate / Translate widgets should no longer stay in the world when switching from Cube / Sphere to another shaped block.
    •Fixed an issue where paste volumes would be embedded one voxel in to whatever you surface your mouse cursor was on.
    •Fixed numerous typos in the Help Sections

    LINK: https://forums.station.sony.com/landmark/index.php?threads/update-notes-06-26-2014.42258/

  13. Currently, EQ Next is more than 1 year off.

    Current activies in Landmark revolve mainly around Dark Elves - Design of Buildings, lore, and even plans for submitting buildings to be placed on a separate island as a "test City" of the Darkelves, this last announced on Landmark Live (Link - https://forums.station.sony.com/landmark/index.php?threads/landmark-live-19-the-workshop-show-4-june-25-4pm-pdt.41855/ ) in the secong half of the LIVE video.

    Lots of Technical stuff like caves, 'spelunking'/cave farming of minerals and chests, upgrades to tools to build more effectively. Tier 5 materials (Etherium and Moonstones are now Mine-able instead of just being obtainable by sifting stone and ore to get miniscule amounts.

    I maintain my claim on Sernity but intend to eventually pull it and relocate to come other place so that I can work a true 'dwarven' mining claim as a close-by secondary dwarven underground living location in prep for when they get done with Dark Elves and elect/vote to do Dwarves. I just had no desire to contribute to Dark Elves so I have been on P1999 as my gaming of choice for the interim.

    I will also be attending SOE Live in Las Vegas in August and see whatever I can pick up there.

  14. Player Studio

    •Player Studio is now live!
    •You can now submit your templates to Player Studio and when they're accepted, they'll show up in the marketplace for people to browse through and find something they like.
    •The full details of how to do this are at the bottom of the update notes for everyone interested!

    Showcase

    •The Showcase has received a bit of a facelift!
    •We've separated the Marketplace, Gallery, and Competitions in to three separate tabs for ease of use.
    •Added the ability to cycle through items in the Marketplace, while in the Detail window
    •Added the ability to sort by World and Island
    •Increased the size of the screenshots shown so you can more easily see detail

    Caves, Resource Veins, and Items

    •Resource veins have been significantly redistributed, making cave exploration even more rewarding.
    ◦On the surface of each island, only common ore, gems, and stone can be found.

    ■Tier 1: copper and agate

    ■Tier 2: iron (plus small amounts of tin), aquamarine, marble, amaranthine

    ■Tier 3: tungsten (plus small amounts of silver), amethyst, marble, amaranthine, obsidian, alabaster

    ■Tier 4: cobalt (plus small amounts of gold), sapphire, obsidian, alabaster

    ◦Rare ore and gems have been moved into caves. In addition, materials of the next tier can be found in the caves.

    ■Tier 1 caves: iron, tin, aquamarine, tourmaline, ancient earth

    ■Tier 2 caves: tin, tungsten, silver, tourmaline, amethyst, topaz, ancient earth

    ■Tier 3 caves: silver, cobalt, gold, topaz, sapphire, emerald, ancient earth

    ■Tier 4 caves: gold, mithril, rubicite, emerald, ruby, diamond, ancient earth

    ◦Veins that combined stone/metal and stone/gem have been removed.
    ◦Ancient earth pockets are no longer found on the surface.

    •Etherium and moonstone can now be mined in Tier 4 caves. They’re rare, so keep your eyes (and resource detectors) peeled!

    •Made a couple of changes to treasure chest loot!

    ◦First, the Mechanized and Powered Pulverizers have been removed from the treasure chest loot table, and have been replaced with a unique one – the Calibrated Rockgrinder!
    ◦The Rockgrinder is a high-quality pulverizer that is not upgradable, but should perform well for those who do not have upgraded versions of the Powered Pulverizer.
    ◦Also, the chance of items such as accessories and gear dropping from chests has been tripled, so these items should be seen more frequently when opening a chest!

    •The Traveler’s Grappling Hook, a new Tier 1 Grappling Hook, can now be crafted at the Tinkerer’s Workshop. This easy to craft grappling hook is perfect for first time explorers hoping to brave the caves of Landmark.

    •Lightstones are now craftable at the Tinkerer’s Workshop, providing access to a low cost, consumable, personal light source for Tier 1 players.

    •The Ore Prospector recipe now requires Aquamarine as its gem component.

    Bug Fixes / Misc

    •Frame rate hitching introduced for some players with the last patch has been largely eliminated--with a bit of a frame rate boost for everyone included!
    •There was an issue where the screen would become almost completely white when coming out of a cave - this shouldn't occur anymore.
    •Sometimes you would get extra loot when clicking a Treasure Chest multiple times. Fixed.
    •Redistributed props on all Islands. This should both eliminate the vast areas of land that had no props.
    •Occasionally you'd come across trees or plants that could not be harvested. This should be fixed.
    •Added more Ocean audio near the shore. Waves crashing, etc.
    •Fixed an issue where your equipped outfit would overlap with the default outfit after zoning.
    •Addressed numerous crashes.

  15. CAVES!

    •Caves are here! Large, craggy underworld entrances have broken through the surface of Landmark’s islands, awaiting your discovery. Each of the dark, windy caves are unique and house brand new biomes to explore, mine, and pulverize your way through. Eager spelunkers will want to gather some new and existing tools to help them navigate the twisty turns and drops of the exposed caverns, especially if they plan to seek out the more isolated cave pockets that don’t break the surface. This is our first phase of caves in the game and they only occupy 10-15% of the depth of the world. When we roll out the next phase of Caves, they'll fill up the rest!

    •Please note that the area around a cavern entrance cannot be claimed. if you happened to have a Claim where a Surface Cave has been generated, it will automatically be foreclosed. Your Claim will be auto-templated and your resources and props will be refunded.

    •Caves have ore, gem, and ancient earth veins that can be found while spelunking. Be sure to look all around you! You’ll find veins not only on the ground, but on the cave walls and ceilings.

    ◦Most of these veins are bigger than their counterparts on the surface.
    ◦Some veins are hidden just beneath cave walls and floors. Using detection items will help you locate these rich deposits.
    ◦Ore and gem veins can now be found underground in the space between caves. They’re rare, so detection items are a must!

    •With the discovery of caves through the world, come rumors of treasure chests to be found! These chests contain resources, props, accessories, potions… and even a few new items to be discovered. Treasure chests will award loot to any nearby group or player – when loot drops for you, it will automatically be granted to you!

    Resource Detection

    •Because of the addition of Caves (and Ore / Gems in said caves) we wanted to introduce a way to find stuff that is buried in the ground.
    •Ore Prospector: Using this item will illuminate surrounding ore veins for 15 seconds and summon a directional HUD element for 30 seconds (with an optional distance indicator).
    •Ground Sounder: Using this item will illuminate surrounding gemstone, stone and ancient earth pockets for 15 seconds and summon a directional HUD element for 30 seconds (with an optional distance indicator).
    •The Landmark Exploration & Spelunking Society (LESS) highly recommend players acquire these items before venturing into underground caverns.

    Swimming

    •Get your swimming trunks on, and grab your snorkel - you can now swim in the ocean! As you enter the water, you'll swim along the surface – aim the camera down with Right Mouse or press X to dive down and explore beneath the waves. You can still use all of your tools under the sea!
    Plant Harvesting

    •Plant harvesting has received a minor makeover to help support the addition of Infused Plant crafting items and improve the overall experience:
    •All non-special world plants are now harvestable. These basic plants will be drop Plant Fiber and Plant Extract, basic ingredients of Average quality used to make Textiles and Infused

    Plants.

    •Textiles now require only 5 of their respective plant ingredients (down from 10) and 5 basic Plant Fiber ingredients to create.
    •All special plant harvestable ingredients are now Superior quality, rather than ranging from Average through Exceptional.
    •The Alchemy Station, Alchemy Lab, and all three Infusers can now create Infused Plant ingredients.
    •Special plants now spawn in specific biomes, and several new plants have been discovered to be spawning in caverns.
    •Plant descriptions in the collections inventory now indicate which biome they can be found in.
    •Large versions of plants are now growing in their respective biomes, and will yield more bountiful harvests when sickled.

    Tree Changes

    •The special trees which drop Heartwood in the desert, jungle and tundra have been updated to support new prop distribution. You can see examples of these new trees in the Resources Guide, which is accessed by clicking the Help button. We've also renamed some of them, to better fall in line with the model of the trees.

    •Thistle Seed is now known as Gnarled Knot

    •Spindle Cone is now known as Spindled Splinter

    •Palm Heart (Jungle biome) now drops from the Wild Palm tree.

    •Gnarled Knot (Desert biome) now drops from the Petrified Gnarl tree.

    •Spindled Splinter (Tundra biome) now drops from the Frosted Spindle tree.

    •Ancient Rootstock (Old Growth biome) now drops from the Ancient Sagewood trees.

    Potions

    •Various consumable potion items can now be crafted at the Alchemy Station using existing ingredients and the new Infused Plants.

    •Sharp-Eyed Elixir: Increases Discovery stat by 5 for 15 minutes.
    •Potion of Minor Yield: Increases Harvest Bonus stat by 10 for 15 minutes.
    •Potion of Furious Harvesting: Increases Harvesting Damage stat by 25% for 15 minutes.
    •Potion of Greedy Harvesting: Increases Harvesting Size stat by 25% for 15 minutes.
    •Potion of Nimble Harvesting: Increases Harvesting Speed stat by 10% for 15 minutes.
    •Highstep Brew: Increases Jump Bonus stat by 5 for 15 minutes.
    •Bottled Moonlight: Increases Light Radius stat by 30 for 30 minutes.
    •Spirit of the Wolf: Increases Run Speed stat by 5 for 15 minutes.
    •Note that these potion effects are not cumulative, and do not stack with themselves.

    Marketplace

    •Be sure to check out the new bundles in the Showcase.

    ◦Wooden Furniture Bundle
    ◦Round Cushion Bundle
    ◦Bloodtear Builder’s Bag & Chest
    ◦Bluebell Builder’s Bag & Chest
    ◦Cordella Builder’s Bag & Chest
    ◦Crystia Builder’s Bag & Chest
    ◦Nightbloom Builder’s Bag & Chest

    Tool Improvements

    •We’ve made a few Quality of Life improvements to some of the tools.
    •Added a Mirror button to Paste / Template Volumes, and removed the Scale button (since you can’t scale those anyway)
    •Made the Translate arrows on small paste volumes easier to use. There’s now a bit of a buffer around your pasted volume, so that the arrows don’t obscure what you’re trying to paste. That cheering you hear is from all you microvoxels users!

    Templates

    •Added a new feature to the Template Screenshots! When you create a template and take a screenshot (with a selection volume active) it will now highlight your selected voxels in the screenshot, and darken everything else.

    Bug Fixes / Misc Changes

    •Increased the rollover time on Claim Likes. Previously, Likes would “expire” within seven days. We’ve increased this to 14 days.
    •Fixed an issue that caused some templates that used older materials from Alpha from being placed.
    •The new cushion props now stack up to 40, just like all of our other pillows.
    •Sometimes you could get in to a state where you could not completely remove all the tags on your claim. This is fixed.
    •Typing /bug should no longer result in a LUA error.
    •Previously you could queue up multiple Deletion confirmations, this no longer happens.

  16. New Materials

    •We've added new materials for all metal ores! All ores now have:
    ◦Hammered, Panel, Horizontally and Vertically Banded, and Riveted!
    ◦These will either be Dull or Shiny depending on the ore type.

    •We've also added raw versions of Plain, Burled, and Striped wood.

    Smoothing Tool Improvements

    •We've done a couple things to the Smoothing Tool.
    ◦The new tool uses a completely new algorithm which makes the smoothing "proportional."

    Now, the amount of smoothing is relative to the thickness of what you're smoothing.

    ■Example: Smoothing a large solid cube will eventually result in a sphere. Previously this would result a shape that is close to a sphere, but would have flat / lumpy edges.
    ◦We've also toned down the strength a little bit, and given you the option to tone down the strength even more.

    ■With the Smooth Tool active, hold CTRL. This will enable a Fine Smooth mode that will allow minute smoothing to materials. Try it out!

    Chat

    •Chat windows will now save position upon logout. If you break out multiple chat windows, these will also save.

    New Props

    •Several new props have been added to the Tinkerer’s Workshop.
    ◦Painted Wooden Settle
    ◦Painted Wooden Desk
    ◦Sword Stained Glass
    ◦Round Cushion (Black)
    ◦Round Cushion (Blue)
    ◦Round Cushion (Red)
    ◦Round Cushion (White)

    Bug Fixes

    •Paused the ocean animation while in map mode. People who get motion-sick, rejoice.
    •Ancient Dirt now has a more appropriate texture (you can see the relic fragments now!)
    •The Friends window will now remember its location / settings upon logout.
    •Removed unused stats “Gathering” and “Crit Chance” from harvesting stat section. “Harvest Bonus” stat is now known as “Harvesting Bonus” and is located in its proper location on the stat list.
    •Icons for the two crafted Grappling Hooks have been created and hooked up.
    •Fixed an issue where sometimes the surface of the terrain could not be mined with any pick or pulverizer. Let us know if you see this one again!
    •The chat window will now only autoscroll to the bottom upon receiving a new message if the current scroll position is the bottom. Meaning if you scroll up to read something and receive a message it will not auto scroll down until you scroll down all the way.
    •Sometimes you could bring up multiple destroy prompts for one item. This shouldn't happen anymore.
    •Footstep sounds should now always be appropriate according to whatever material you happen to be walking on. Except water. Because that wouldn't even make sense.

  17. Discovery Change

    •We had a problem with Discovery: In a lot of cases, increasing the quality of a item wouldn’t increase the amount of Discovery found on it. For example, both Superior and Exceptional Keen Eye Bands always had 1 Discovery . To fix this, we’ve increased the amount of Discovery found on items. This change doesn’t alter the underlying percentages, so your chances of finding extra stuff is unchanged. We also weren’t happy with the way Discovery was working with trees, so the chances of Discovery triggering when harvesting a tree has been slightly increased.

    Showcase

    The following outfits have been added to the Showcase:

    •Casual Victorian Apparel (Pink)
    •Formal Victorian Wear (Green)
    •Wandering Nomad’s Finery (Brown & Maroon)
    •Wandering Nomad’s Finery (Grey & Blue)

    Friends List

    Polished up the Friends list UI with final art assets, as well as made a few quality of life improvements.

    •Added a counter that tells you how many of your friends are actually online
    •Added a Search box, allowing you to easily find the person you're looking for
    •Friends list is now sorted alphabetically, with your offline friends at the bottom.
    •Fixed an issue where the arrows to resize the Friends window were not aligned with the window itself.

    Bug Fixes

    •Collision on props are now disabled when they're in a paste preview.
    •Worked Stone / Marble Obsidian / Alabaster / Amarathine now have the proper, unique icons.
    •Typing the first letter will now populate all available tags in the Edit Claim window.
    •Fixed an issue where the Claim Boundary button in the Claim Header would hold focus until you clicked somewhere else in the UI.
    •Added a tooltip to the Tag button when it is grayed out, with a brief explanation. "A screenshot is required to tag your Claim. To screenshot your claim you must be standing within the Claims Boundary."
    •Added icons to the Fireplace screen and toolset.
    •Occasionally, Tweak Mode would cause a framerate drop. This should no longer occur.
    •Fixed an issue where props that were in a paste volume or template would lose their positioning when mirrored.
    •Sometimes if you were in a party you would see the FX and hear the audio of a party member who was nearby. Fixed!
    •If you mailed an item that you currently had equipped in hand, it would still display on your character. This is resolved.
    •Optimized the Recipe Window to resolve a framerate issue.
    •Fixed an issue where the Gathering List would flicker anytime a quantity you were tracking would update.
    •Removed the LODs from Character models to resolve an issue where your head would disappear at max camera range.
    •Hitting the Delete key with a prop active should now return it to you inventory, instead of deleting it permanently.
    •When refunding materials / items (example: undo) it will now dump the items in to the overflow if your regular inventory is full.
    •Fix for the Selection Volume turning red when switching tools
    •Fixed an issue where holding or pressing Alt would cause the client to freeze briefly
    •Fixed an issue where the claimable areas of the map were showing as red, when your Video settings were set to low

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