![]() They are still some visual bugs present, like horses moving without moving their legs, but we do not expect to fix those before release. This will be a great thing to test on a larger scale when the beta releases. We are unsure whether this feature is necessary, or wanted even. This system only syncs XP gained in combat skills. If player 1 hits a draugrs with a sword and gains 5 XP in the one-handed skill, then player 2 will gain 5 XP in destruction magic. Let’s say players 1 and 2 are in a party, and player 1’s primary combat skill is one-handed, and player 2’s primary combat skill is destruction magic. To simulate vanilla’s leveling progression, we have decided to synchronize skill XP gains with your party. We have determined that the current level of stability is acceptable for an initial beta release. Now, we have played for several hours with only 1 to 2 crashes. Back then, we often could not play for more than 5 minutes before crashing. ![]() While it still crashes every so often, the amount of crashes have reduced significantly compared to 6 months ago when we officially started doing crash fixes. We have worked hard to make sure that the mod is as stable as possible. On death, you will lose X% of your gold, where X is a configurable setting in the server side settings file. If it dies in a city or in Skyrim, they will simply spawn somewhere nearby, similarly to how it works in GTA Online. Instead of dying and reloading a save, the player will spawn at the start of the dungeon if it dies in a dungeon. When a player dies, it goes into a bleedout state. The UI you see here is still a work in progress. Dragonisser has been hard at work to improve upon what was already there, like creating a settings menu, fixing the party UI to work with the new party leader system, adding “teleport to player” buttons, a list of players connected to the server, etc. We will be reusing the front-end of the old Skyrim Together UI. We are hoping that people will step up to help out with that when the mod goes open source. The sudden possibility of quest sync has opened the mod up to a whole new range of technical problems to solve. On another note, not all quests will work all that well out of the box on the initial beta release. It is not recommended to switch quest leaders mid playthrough. As the quest leader, you should try and enter areas before your friends do, to make sure you are the “host” of that area. This quest leader is responsible for taking quests, looting quest items, doing quest related puzzles, and talking to quest actors to make story choices. You will have start a new game, join up with your friends after leaving Helgen, have one person create a party and be the quest leader, and follow said quest leader. You will have to “massage” the quest sync system a bit. Since, we have also implemented dialogue sync, including syncing subtitles, and the player’s dialogue choices through chat.Īs for the gameplay of questing itself: what you’ve seen in the video is roughly what you can expect on the beta release. We have already shown you a video showcasing us playing through a large part of act 1 of the main quest. The headliner here, as some of you might already know, is quest sync. After this, we will focus on adding some miscellaneous features, fixing some critical bugs and getting things ready for our initial beta release. We will talk about that more later, in a different post. This will be our last development progress update before our initial, 1.0 beta release.
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