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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 :)