Hi Everybody!
Animyst launches in a couple of hours. We (Ded & Tarpit) are so excited to play with everyone! That's the entire Animyst dev team so if you 1v2 us you are officially a god.
Here are some patch notes from our latest update to the game. We will be updating fast and furious after release, so expect frequent additions and refinements to come to Animyst even in the first month.
Patch notes for Update 7/1/2018
-adjusted lighting to a permanent dawn/dusk "golden-hour" ambiance. This reduces eye strain when playing for multiple hours, greatly increases the moodiness of our environment, and allows for a darkening on distance effect which will allow players to melt into the night at extremely far distances.
-adjusted Discord to include a special name color for pre-release testers. I also added some duo, quad, and open faction voice channels. These can serve to help you find some friends and play together, as well as organize larger zerg v zerg battles.
-added four rally points- these points can be teleported to using the menu on your 'G' button. This will be the fastest way to find friends on our large map.
-clustered our many spawn points around the Mountaintop rally point. This way, when the server is quiet it will be easier to find contact, while allowing players to quickly leave the area using their 'G' menu if it's a bloodbath.
-adjusted name tags so that you will now see the name of your steam friends, and see nothing above the heads of strangers.
-added high-tier bracers including a charm which drastically increases stam (save up your blood guys!)
-added the first secret map chamber in game. this hidden chamber has an inscription which will help those who discover it locate a valuable resource area. consider keeping this info to yourself and your friends when you find it.
-added several cursed weapons, a ranged heal, and added spells in some rarer elements such as insect magic.
-massively increased the scale of the player-created building pieces. you will now be dropping ruin parts that make you look tiny and will blend in with the massive scale of our dev-built architecture.
-added several words to our in-game chat menu. enjoy using "yes" and "what" people.
-added in-game mouse sensitivity and volume controls '-' & '=' and '[' & ']' respectively.
-increased stacking numbers of multiple items in inventory. These may or may not be scaled back down when we implement a banking system.
We would also like to provide you all with a rough roadmap detailing some of the changes and expansions we will be bringing to Animyst in the next year, some of which we'll begin grinding on almost immediately upon release. We cannot guarantee any order of implementation at this time, but here is a list of features that we see as integral to building the future of Animyst.
+ we will be constantly deepening our numbers of spells, clothing items, armor, and building pieces. We believe that a dizzying diversity of craftable items will create emergent levels of game-play and keep our no-lifers busy adjusting their builds.
+ we plan on creating multiple maps with difference ecosystems, on servers in different locations, which can be traveled between in-game. This way, we can continue to provide a single-shard experience while dividing up a growing population across servers. However on release, we may have to activate our overflow servers. This will be a temporary state of the game until we network multiple maps together.
+ we will add words to our chat system, in dialogue with the community and what you all want to say. Please suggest words you want in our discord word suggestions channel.
+ we foresee an opt-in faction and or partying system in Animyst. However, you will ALWAYS be able to live as a solo hermit-like misanthrope who gives and takes damage from all comers.
+ additional item storage is coming in the form of several bank buildings across the map which will give players increased room for craftables and ingredients. some will be located in the populous areas of the map, some will be hidden in the deep desert.
+ we are going to add creatures and boss battles to Animyst. But never expect the desert to be crawling with unimpressive mobs. Imagine searching the wilderness for a hyper-valuable single monster which you may or may not even find on a given hunt. That implies the direction we are headed with our boss development.
+ the various forms of non-damage doing magic will be greatly expanded on, along with the damage and healing spells. Expect more visual distortion, status effects, luck, and dexterity spells to become a part of the most dialed-in loadouts.
+ we will be adding multiple secret resource maps hidden throughout our caves and ruins. As these in game secrets are implemented and discovered, players can add to their knowledge of our huge environments and faster gather rare crafting ingredients and weapons. Perhaps each map will be posted on Discord by a player once it's found, or perhaps our players will prefer to keep that knowledge to themselves as personal power.
