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🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS /...

184,300 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von kozze
kozzevor 2 Jahren

Game is gonna be one for the ages

Profilbild von Aemon-Oni 🔞
Aemon-Oni 🔞vor 2 Jahren

"Housing, Runes, Embers and other miscellaneous items will now be sorted into MISC Inventory and free up space from other categories" Hmm.. I still think Runes should be a "unique" inventory, like a collection book you'd find in a TCG/CCG (Hearthstone).

Profilbild von 🏹
🏹vor 2 Jahren

I don’t wanna hear no more complaints from here on out! We need them to start working on this multiplayer update asap 😂

Profilbild von Henris
Henrisvor 2 Jahren

1 Fallen Ember per 1 Attribute Point? Someone who came up with this idea havent touched the game or were completely drunk.

Profilbild von Radomir, the Mediator
Radomir, the Mediatorvor 2 Jahren

Absolutely fantastic work @moongamestudios! Can't wait to try this new patch. 👍

Profilbild von J
Jvor 2 Jahren

Can't wait for the PS5 release!

Profilbild von toshi
toshivor 2 Jahren

I'm happy with the steam deck support.

Profilbild von 🔥Foogley🐲
🔥Foogley🐲vor 2 Jahren

And the performance is still horrible even with dlss. Meanwhile Tsushima runs at a constant 150 fps.

Profilbild von Nugzeez‼️
Nugzeez‼️vor 2 Jahren

hoooooly shit les gooooo

Profilbild von Mieszam
Mieszamvor 2 Jahren

Need ps5!

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Angel's Sword RPG Official

16,548 Aufrufe • vor 6 Monaten

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Festus Keyamo, SAN, CON, FCIArb (UK)

231,379 Aufrufe • vor 1 Jahr

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depmots

16,219 Aufrufe • vor 2 Monaten

So how is the Sega Dreamcast's very own native port of Mario Kart 64 coming along? Well, lets take a look at some footage I just captured directly from my DC of jnmartin's latest build! Minor texture corruption is still present on some of the sprites here and there, plus there's no audio yet, BUT MY OH MY! She's running like a dream and looks SHARP as hell at with progressive scan at twice the resolution! You'll immediately notice virtually all of the texture corruption on the text and UI sprites have been fixed. You can now actually see your item box, and clouds are drawn properly in the background, rather than over the top of the scene in the foreground. Somehow, along with fixing all of this in the past few days, jnmartin has also found the time to get the monitors in the backgrounds of Luigi's Raceway and Wario Stadium correctly projecting a view of the scene onto their screens. This somewhat-advanced effect (for the time) was actually done on the N64 (in this game) WITHOUT doing a secondary render-to-texture pass, which requires submitting the scene a second time to the GPU. Instead, the framebuffer was divided into small, tiled chunks (1/6 of its total size), with only a single small chunk getting updated per frame. This way, the amount of direct VRAM access from the CPU (which is typically slow as hell) is kept to a minimum within the duration of a particular frame, with multiple frames being required to update the entire screen. But anyway, she's starting to look and play incredibly well, and those of us with early access to the builds have been thoroughly enjoying revisiting this title on our favorite platform!

Falco Girgis

45,630 Aufrufe • vor 1 Jahr

** Sega Genesis Mega Parodius Update ** Slow but steady progress - the gift that keeps giving in coding workload is nearly done, in a few days Catboss will be done then onto the Penguin Boss ( much easier ) , which means stage 1 is near complete. Pyron in GFX/SFX Vector Orbitex in Music are patiently waiting for me to catch up with the level art / music but things are accelerating now . Much of the assets are done for stages 2 & 3. Since last showing many changes under the hood, whats shown here is added Chest Bees, Penguin factory ( penguins coming up from the middle of the catboss ship ) , added Meow SFX, added Catboss Explosions and damage states. The penguin factory was harder to get right than i thought , the ship acts as moving platform. Its not 100% arcade accurate as i don't have the source code, I actually think small variances will make it fun to play anyway - the goal is still to be very close. Fixed a tonne of priority issues via a level based depth system for objects, e.g. penguins sprites come up behind the ship onto the ships deck, but paw sprites need to be infront of ship still, but the entire catboss ship must eventually come offscreen behind foreground, but then the foreground is actually the background layer ( layer B ) at that time and thats normally behind layer A ( the ships hull ) , as layer B takes over all foreground and background tasks when the Catboss comes on, as much of the Catboss is layer A to avoid the sprites per line limit issues ... yeah its priority hell haha. Part of the issue is getting things accurate to the arcade, would have been easier to take liberties here and there , eg just let the Catboss drop down in front of the forground etc. Also arcade size explosions that don't cause sprite wipeout rather than using small explosions etc , used custom sprite cutting with no Y overlap to make sure sprite overload is kept at bay. The explosion sprites overlap the paw sprites and the right part of the cats face which is also sprites so minimal overlap was needed. I'll also be attending the Japan Game Festival in Lyon 21/22nd , Parodius / Lufthoheit ( full team there ) / 3D Engine and other demos will be on display - hope to see some of you there : #SGDK #SegaGenesis #SegaMegadrive #Parodius

Shannon Birt

11,807 Aufrufe • vor 9 Tagen

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,803 Aufrufe • vor 8 Monaten

First of all, we here at AMGI want to thank you all for being on this journey with us. We have been extremely busy. Over the last few weeks we have delivered a huge early access patch to My Pet Hooligan, delivered a new on-chain governance solution with WinVote, brought back NFTs in game, started testing the Street Kred system, made some new hires, delivered a new site for AMGI Studios and smashed the largest gaming event in the USA, PAX West. What does all of this mean and importantly what is next!.... PAX West You have seen the videos, you know the vibes were on point, but let's dive deeper into this and what the key takeaways are. PAX West was completely different to the WAGMI Crypto events that we are mostly used to in this space, although these are always fun and important, when creating gaming products, it is also important to get directly in front of people who have a passion for gaming. That's what PAX West was, hosting over 100,000 gamers who just want to play games and have fun. PAX West was a great success for us on many fronts. It confirmed that we have something special in our hands. Gamers loved both the brand and the game and were eager to get involved. It opened up new exciting opportunities with gaming and hardware companies. It was a blast seeing event goers from Day 2 onwards wearing the My Pet Hooligan t-shirts around the city. It was great to see parents playing the game together with their kids. The choices to not include blood and gore made a huge difference and have opened some new unexpected doors for us. If we truly believe in the progression and adoption of this industry we need to move beyond degen products and into real life consumer products that people can truly enjoy. That's what we are here to do, no matter how difficult it is, and no matter what the current ‘meta’ is. We have been here for many years grinding day in and day out and are still here today delivering like we are the new kids on the block trying to prove ourselves. The Game PAX West marks the end of a phase of the project, whilst we now posture more into continued efficiency, growth and retention. The game is not feature complete by any means yet but the foundations are strong. There are a number of features still being developed, including a progression system, consumables system, further build out of questing, token utility and more. As these are continuing to be developed we also continue on our journey to make the game more accessible. This will start with Steam and then Consoles. A Microsoft rep at PAX told us “we are going to make it”, who are we to disagree!... Lots of new ideas, lots of new feedback to work from and a renewed drive and hunger which are only going to help make this an even more compelling and fun game. The Web3 Marketplace In the coming days, Version 1 of the My Pet Hooligan Web3 Marketplace will be going live. Version 1 for now will allow for the trading of My Pet Hooligan NFTs, OG Hooligans and Zuckbots for $KARRAT. It will also serve as the marketplace for all of our upcoming in-game blockchain assets. This will eventually become part of your online My Pet Hooligan central hub and will include features such as rentals and subscriptions. It's been a long time coming but it shall be here very soon. Everything's coming together, one step at a time. It is important to note that there are many pieces of a complex puzzle that must come together in order for us to succeed. Between payment solutions, L1 & L2 blockchains, wallets, distribution platforms and the laws of the land. We are in uncharted waters and continue to do things in the most flexible ways possible to ensure we have strong resilience with our operations. The MPH website is next on the list for an uplift too as well as an overhaul of the user accounts system UI/UX. Team We continue to strengthen the team bringing in new hires and stepping up individuals from the community. Some of the new resources being brought in include a new Game Producer, Senior Game Engineer, Senior Blockchain Engineer and the former Dean of the Epic Unreal Fellowship Programme. Collectively bringing in experience from Epic, Solana, Blizzard and more. There are also some community role changes and new advisors that will help with social strategy and web3. As well as new marketing efforts through new channels of distribution that we are exploring. More to come on this… WinVote V1 Governance isn't sexy but building tools for the benefit of the space that others can license is. Governance is a key part of the industry and a need for most of the foundations in the crypto space. WinVote has started its trial with the KARRAT Foundation. Whilst the trial continues it will continue to be built out with an aim to be the premier tool for on-chain governance in the space. Access to WinVote for other communities and organizations wishing to use WinVote will be secure through licenses that utilize $KARRAT. We still have much more at work here in the studio, such as continued R&D, The Others, AI, Feature Development and more. This list is long, but we are grateful to get to do it. Stay tuned and let us cook, this s#it ain’t easy! Karrat Gang, thank you again for being on this journey with us. We love and appreciate you all! Look out for a catchup with the team next week. Hooli-hoo!!

My Pet Hooligan

26,616 Aufrufe • vor 2 Jahren

** Mega Parodius Update ( MegaDrive / Genesis ) ** 2 vid updates - In the first the Vic Viper players ship is heavily damaged .. only the bomb bay is operational ... so the viper goes on a bomb *blast* processing rampage !! ... This shows enemy destruction and some polishing of the bomb effect. The 2nd vid shows VRAM handling of objects with the tile viewer opened below the gameplay window. You can see objects load in , then as only the burning chests remain those animations are shifted live to maximise free object buffer. Progress since last progress vid : All collisions now implemented : Enemy to Player added , Bomb to Enemy added, Enemy Destruction added. Auto Defragging VRAM system implemented for Enemy Objects. Supports variable slot size also to maximise tile space . Fixed slot sizes wouldn't allow enough slots as they would need to be too large to cover all objects. Without defragging the VRAM would become like swiss cheese after a few screens of enemies also making larger slots difficult to allocate. Vram was getting tight due to things like the Blue Bell Bomb / White Bell text needing a reserved amount of vram ( as they can occur anywhere in the level via powerups ) . Theres also theres quite a bit of variety in Level 1 with warmup enemies , bottle enemies, chickens, crabs, orcas, chests, bees, penguin bathes, walking penguins, bouncing heads etc. We are also using all the arcade assets without trying to cut frames. It can't be loaded all at once so a dynamic system is needed. The enemy object buffer is 444 tiles presently for Level 1 , but the Catboss for example takes 308 when he's onscreen so things can get squeezed. For Mega versions of levels I wanted to ramp things up so that might mean we need more diversity in places than for the arcade accurate option , this system will help that also. The system can stream animation or utilise static animation if vram allows. Seems a mundane thing but sloppy vram management is the achiles heal of GFX diversity in a retro game . To help reduce the Bell effects VRAM buffer , Blue Bomb tiles required reduced to 120 tiles Max ( was 172 ) with no loss of quality . I've also reduced the sprite count by 6 sprites overall - down to 46 sprites used at max frame size. Lots more action / enemies to add yet but particularly the VRAM handling had to be improved before we can implement everything so glad thats in place now. Pyron and Vector Orbitex have been busy with upcoming GFX / Audion for the port , as always I'm very gratefull to have these Masters working with me on the port . #SGDK #Parodius #SegaMegadrive #SegaGenesis

Shannon Birt

13,476 Aufrufe • vor 9 Monaten

Padawans! We are excited to announce the return of Jediswap with concentrated liquidity, full audits, points, and incentives. Check it out at Since our last update two months ago, we have been working hard on a fresh new version of Jediswap, focused on bringing capital efficiency and the best price execution to our users. After two months of dedicated efforts, a full audit by Nethermind Starknet , and passing rigorous security tests, we are excited to announce the launch of Jediswap v2. Jediswap v2 significantly enhances user experience and performance while introducing new features and surprises. Our commitment to community and user growth remains strong, and we have exciting plans to expand the Jediswap ecosystem. Take a look at key updates coming with the launch. A points system that empowers genuine, loyal users: Jediswap's origins go back to early 2020 when we started our journey not as a product but as a community known as the Mesh community. Our mission was clear: bring Open Finance to billions of people. Recognising the strength of community-driven efforts, we understood that collective belief and collaboration, rather than individual or corporate endeavours, would be the most effective path forward. Early loyal users are the most crucial pillars of any community and product. This point system is Jediswap’s first step in recognising and rewarding the value each user has added to the protocol. We have prepared separate point systems for liquidity providers and traders. In short, as an LP, you can maximise your points by earning more fees on your LP positions and maintaining your liquidity in Jediswap over the long term. You can check out the complete math behind points here. For traders, use Jediswap when you genuinely need to swap tokens. There is no need to do any wash trading. We have published the points system for Jediswap v2 and will soon release points for all the activity that has occurred on Jediswap v1 to date with a boost. Check out the points logic on our docs: Improved performance and user experience: We have significantly enhanced Jediswap's performance, making it faster and more user-friendly. One notable improvement is the integration of pool analytics directly within the Pool page, eliminating the need for users to navigate to a separate analytics page. Additionally, balance fetching has been optimised for smoother operation. Any liquidity added to pools now updates the My Positions page in real-time. Battle-tested security For this launch, we implemented several security measures. We underwent a rigorous 7-week audit process with Nethermind. With the help of the Nethermind team, we also created a test framework for Jediswap to compare security against Uniswap v3, which has been operational for 3+ years and is one of the most battle-tested smart contracts available. We simulated real data from different Uniswap v3 pools on Jediswap. We achieved a 100% match in the contract state after each on-chain action, such as swaps and liquidity adjustments, bolstering our confidence in our code's security. We will announce many cool things over the next few weeks. Keep an out JediSwap ;) Mint a Galxe NFT: To commemorate this launch, we have published a new campaign on Galxe, which rewards users with an NFT for being an early user of Jediswap v2. To earn the Galxe NFT, add at least $25 worth of liquidity to one of the pools listed in the Galxe quest.

JediSwap

107,551 Aufrufe • vor 2 Jahren

Check out our latest #Earth2 #creation the #MotorwayMarauder🌍✌️From #ConceptArt to #gameready, gives me #MadMax & #Terminator vibes - love it! Some #IMPORTANT things to remember about #Earth2 #drops leading up to #E2V1👇 1⃣Acquiring #skins is completely optional 2⃣ Notably, the #skins we drop leading up to the #E2V1 release will more likely have a ‘Limited Supply’, something that rewards our early supporters with increased rarity. These Limited Supply drops will become less frequent in the future being replaced with drops of unlimited supply but restricted availability requiring Players to wait for a skin to become available in the skin store or hope to acquire it via game play inside #E2V1 3⃣ Our goal is not to have these early #skin drops sell out during their maiden release, but rather provide an opportunity for our early supporters to secure skins they like at a discounted price with the welcoming guarantee of an all time Limited Supply. 4⃣ Most of the early #skin drops will naturally allow #Players to resell them, but importantly many will also be assigned with a once ever discount rate. #Skins that have Future Price Reduction assigned with “No” means that if the #skin does not sell out on its maiden drop and subsequently gets listed in store again at a future date, #Earth2 will never resell that #skin at any discounted rate. 5⃣ #Earth2 is building a modular clothing system, meaning that most items of clothing, especially if sold separately, will be interchangeable on avatars making them more useful and giving the #Player more ways to mix up their outfits, look the part & express themselves. 6⃣ The version of the skin you see in store is the base version you receive with the skin, however, there will also be opportunities to tailor outfits in game allowing for the adjustment in fabrics, prints, colours and more (be prepared for a little legwork though, unless you want to take your clothing items to another #Player who specialises in tailoring). 7⃣ #Earth2 is proud to have uniquely designed the #skins you listed in our store & it is important to remember that these #skins are the end result of a long and stringent internal character pipeline we have developed. Each skin starts from concept art which is reviewed and iterated on numerous times before being approved. Once approval is given, it is handed to our 3D modelling team for sculpting into high poly, then low poly, while receiving numerous reviews and adhering to our pipeline protocols. When the low poly version is finished, the 3D team then finishes with UV mapping and texture baking and runs their own QA process. Once the entire 3D sculpting process is approved, the models enter the skinning, rigging and weight painting process and are then passed to the animation team for further testing with various animations and another set of QA such as minimising clipping and identifying any other potential flaws in the model. The model then needs to go through the final process with a game developer to ensure it passed the final tests and is game ready for #E2V1. 8⃣ The above steps only represent a light explanation of our character and clothing pipeline, but as you can see we’re not simply selling static concept art images or a high poly 3D model that lacks any kind of optimisations resulting in little chance of it ever being game ready in its advertised state - there is a lot of work that takes place in order to get these skins to the stage our #Players see them in the video footage. Each skin sold helps support different parts of the development of Earth 2 providing us with new opportunities to further expand our team, speed up development and keep stepping closer to our short and long term goals for #E2V1 and #Earth2. 9⃣ We understand that fashion will become a big part of the #Metaverse, but we want to remind people that while some #Players may decide to set rules for certain skins being required for access or a ticket to entry under certain circumstances, from #Earth2’s perspective these skins are for cosmetic purposes only. 🔟 These skin drops also give #Earth2 the chance to show off our ability and versatility in avatar creation and accessories so even if you’re not keen on picking up a skin, remember to have fun and simply enjoy the progress! Also take heart every time you see a #skindrop, if the #E2V1 pre-alpha was not launching this year I wouldn't be dropping skins. We want to have at least some diversity for #avatars inside #E2V1 from the early stages! #Earth2 #Metaverse #Skins #Fashion #Collectibles #3DWorld #WIP #prealpha2024

Shane Isaac 🌍2️⃣

19,007 Aufrufe • vor 2 Jahren

Sure, but the idea of simplifying the appearance of Fortnite, the locker and the shop are all going in the exact opposite direction of simplicity. Equipping cosmetics takes double, if not triple the clicks. The UI is impractical and janky, not to mention the introduction of buttons and drop-down menus that were far easier to access previously. Selecting a skin to rotate it, preview it or even spin it around now requires clicking on it, which then applies it to your loadout. Previously this needed a confirm button so you could preview and choose skins, backblings etc without loosing your currently equipped on if you want to go back. Wraps are not included as part of a character's preset despite being completely relevant to the skin worn. Changing emotes, lobby tracks, and all cosmetics now means you have to back out and change tabs, something that could have previously been done on 1 page. The sectioned tabs make sense with new types like LEGO Kits, Cars, Instruments but there's no need to separate Character from Wraps, Emotes or Lobby. Archiving or Favoriting items can no longer be done in batches or quickly. Previously all you had to do was click once per cosmetic on the button but now you have to enter a drop down and select it for every individual item. Applying wraps to all slots now requires a drop down menu rather than simply clicking the button at the bottom. Swinging a pickaxe or redeploying a glider is near impossible to do and feels like more of a chore to actually accomplish with the drop-down menu. It overlays onto other items meaning as soon as it's clicked the menu vanishes and switches to another cosmetic before the animation can even begin. Cosmetics in the locker can be searched by seasons using "S1-17" but after S18+ they no longer filter. Entering the drop-down menu or right-clicking anything in the locker accidentally immediately takes you all the way back to your currently equipped item when exiting. The filter menu requires an "apply" button to be pressed rather than simply closing and applying when selecting one of the filters, taking longer and more clicks to simply find your recent items or remove a filter. The filter menu was also better as a side panel so you don't have to move your cursor to the center of the screen and back every single time. As a side panel it also allowed for more options to be displayed, whereas the current one requires a huge scroll bar to simply filter by favorite. The presets menu scroll wheel also zooms the skins in and out as you scroll up and down the list. Because of the randomize preset button, the list compared to when saving a preset is all moved up by 1, becoming disorientating to where the preset was in relation to the rows. The shop no longer displays item descriptions or set names on cosmetics - now requiring a click on each individual item when there is adequate space to do so. The new shop and locker appearance can be accustomed to, however, it NEEDS the basic functionality and user-friendly UI elements that the previous ones had. Simple buttons at the bottom to favorite, swing, redeploy and equip. Less tabs to switch between, less clicks required to complete simple tasks and less feeling like there's a battle against the UI itself just to equip the cosmetics you paid for. We appreciate the moves the renew the locker and shop, but in terms of functionality and user interaction, there is nothing we want more than the old one back or the old one's elements merged into the new appearance. Thank you.

FNAssist

181,435 Aufrufe • vor 2 Jahren

This long TTK tweet holds some facts about The Third Kingdom that you probably haven’t seen before. Everything in this tweet is based on official content released by Futureverse FLUF World or captain.root The Third Kingdom is a strategy simulation game, where you develop your Origin Island and manage resources to build a production empire and unlock rewards. There is up to 312,500,000 ROOT in total waiting to be unlocked in the first season of The Third Kingdom. Rewards that will not be harvested in season 1 will stay in the land for future seasons. Community Land (referred to as Origin Island) allows Prysm holders to participate in the game without owning a SurrealScape; Those who don’t own any Surrealscapes of their own, and play the game using the Origine Island can plant up to 12 prysms, and as the OI is a 2x2 piece of land they will be able to build 12 extractors on it. Surreal Escapes SurrealScapes are a collection of resource-rich biomes, and your very own slice of The Third Kingdom. In Episode 1, you can apply the biome of a SurrealScape that you own to your Origin Island. This choice will determine the visual environment of your island, but won’t impact gameplay. You can then stack additional SurrealScapes to increase resource production rates and the number of Prysms you can deploy. More features, including increased Mycelium collection rates, will be introduced in future episodes. Players without any SurrealScapes can have a maximum of 12 Prysms deployed on their Origin Island at any given time. One can increase the capacity prysms that one can deploy by based on the number of SurrealScapes you stack on your island (so if you stack all your SS you can deploy all of your prysms). Currently, once you select a biome for your Origin Island, you won’t be able to change it. There are plans to allow biome changes in future updates, but for now, make sure you choose a biome you’re happy to stick with for a while. To maintain the effective utility of your Prysms and SurrealScapes, you'll need to apply strategic thinking to prestige and keep them fueled, this won’t be a full-time job. The game features mechanics will allow you to effectively control your SurrealScapes and Prysms even if you have a lot. Prysms Prysms are a collection of land-harvesting devices, and your key to generating energy which is needed in season 2 to harvest mycelium, which can be used to unlock Root “AND OTHER REWARDS”. In Episode 1, you can deploy prysms on Origin Island to boost the production rate of specific resources based on their traits and generate energy each time you prestige. Prysms can be re-deployed in game if they have not reached the end of their life cycle; across SurrealScapes or Community Land. Prysms are consumable collectibles. Once deployed on Origin Island, they enter a lifecycle lasting one season, the exception on this are the Eternal prysms that will last through out all seasons. The premium prysms (all prysms that are not eternals) will provide a random percentage boost of the resource production that can be re-rolled by the use of Kingdom coin to receive a higher boost. Eternal Prysms of Masteryprovide the maximum production boosts for their owner throughout the entire The Third Kingdom adventure, so it seems that because of this the use of a re-role won’t be needed for Eternal prysms as they receive the max boost already. If you choose not to use your Prysms in Season 1, they will stay in your FuturePass and be available for future seasons and they will remain to function as premium prysms. The mint of prysms started on March 27 2024 for a price of 696.9 ROOT each and lasted 2 weeks. There are 135,000 premium Prysms available in Season 1 of The Third Kingdom and 101.566 got sold (about 75%). The premium prysms that have not been sold at the time of the mint will be sold as normal prysms in future seasons. Extractors Extractors are either mines, pumps or factories and they provide a user the ability to harvest and claim resources from the land. Resources are needed to be able to prestige, upgrade buildings and save energy. When a user prestige’s all extractors and remaining materials are removed, however the lighthouse, stacked SurrealScapes and Prysms remain. We can think of the lighthouse as the control centre. Prestiging produces energy, which is consumed by prysms to harvest Mycelium in episode 2 and subsequently can be converted into ROOT tokens “AND OTHER REWARDS”. The actual amount of ROOT Token rewards available at the conclusion of each episode, and collectively across each Season will be determined by the amount of Mycelium generated by user in-Game performance. The amount of ROOT Token rewards (and the resulting contribution to your FutureScore) you are eligible for at the end of an episode and/or which are distributed to you at the end of a prior Season, does not guarantee or otherwise mean you will receive the same (or even similar) ROOT Tokens and/or FutureScore contributions for future episodes and Seasons. Now that’s a lot of official sounding text, but what stands out is the “and the resulting contribution to your FutureScore” part that seems to imply that there will be future score added based on the Root that you harvested in-game. Kingdom coin Kingdom Coins are an in-game currency you can use to accelerate your progress. You can use them to reroll the percentage of the resource production boost your Prysms provide, and skip building and upgrading costs to optimize your strategy and maximize rewards in The Third Kingdom. Kingdom Coins: Kingdom Coins is the in-Game currency. Kingdom Coins: a.) are only available for purchase using Fiat or Cryptocurrency; b.) cannot be earned by completing in-Game tasks, activities, or actions; c.) can be utilized for in-Game progression; d.) cannot be redeemed for ROOT Tokens or any currency or cryptocurrency. Kingdom Coins can be purchased through the website using ROOT. Episode 1 During episode 1 the goal is to generate energy to be used in episode 2 to harvest mycelium . We capture energy every time we prestige. When you prestige, your extractors are removed, and all resources are reset to zero. However, you retain the energy you’ve generated, and you receive a production boost, allowing you to progress more quickly in subsequent cycles of the episode. Episode 2 The goal in episode 2 will be to harvest Mycelium and unlock ROOT and other rewards. ROOT Token rewards can be claimed during the Game Season (so not at the end of the season). We will be able to recruit Flufs, Party Bears, Buzzies, Thingies, Seekers, Walkers, Cool Cats, Doodles, Deadfellaz, Pudgy Penguins, to enrich your harvesting experience in Episode 2. Gen2 brains are also mentioned to be used in episode 2 in the official docs, but we’re not sure if this is true or a mistake in the content. Episode 3 Little is known about episode 3 other than that it will involve "intelligent lands" of which we will be able to harvest Asto tokens. The assets that will play a role in this are Gen2 brains, Atem cards and Aifa players. The exact role of the Aifa players as of yet is unknown to us, but it has been stated that Gen2 and Atem cards will receive intelligent lands. So far further episodes of season 1 have not been mentioned but we do know but that refineries are being mentioned in docs and at some point will also play a role in TTK game. There’s really nothing other posted about refineries in the docs I’ve looked at, but it seems safe to assume they will play a role in refining resources into real world asset that will play a role in Op3n. Additional Some in-Game features and advanced content are only accessible to Users who own specific Digital Collectibles such as Prysms and SurrealScapes. There will at some stage be a thing called Automator’s, and all we know is that Automator means an on chain asset that can be assigned to a building that automatically claims resources when the building reaches capacity. In the clip I posted with this tweet captain.root clearly states (as he has done before) that part of the design of The Third Kingdom is to be able to supports “new rewards over different seasons and episodes, and those can be from within our ecosystem our even from outside our ecosystem”. I personally think it’s not a stretch the assume that some of the projects that are currently working on projects that will in the future be released are already planning to use the TTK to release some of their assets as rewards in-game of TTK. This is all the information that has been gathered and released earlier in our Third Kingdom Guild discord earlier, and shared here to hopefully help the community and give them an overview of what we currently know about this game we’re all looking out to play, and which will go live in the coming week. After the game has gone live Matt Bartlett will make and share an updated version of TTK Guild flipbook. If you found this content useful I would appreciate you sharing this with the community by sharing, liking and commenting on the tweet. We of the TTK Guild wish everyone a great season ! and lots of joy playing the game. LFG

Dip

12,507 Aufrufe • vor 2 Jahren