Revenge of the Fallen: Thor & Heimdallr, Asgard Dungeon Preview

It’s Saturday, and you know what that means: it’s time for another devlog! I’ve been looking forward to this one, since I think exemplifies our “core design” principles for dungeons and fights in rotf2. The video preview is a bit long, but I really hope you watch it in full—the playthrough is a bit insane.

Take a look:

these are only the first two bosses…

Like with our post about Nyx, the Molten Mistress, I’ll highlight a few areas from the dungeon that we’re particularly excited about.

Here’s a shot from the Bifrost. Worthiness seems to be a rather prominent theme throughout Asgardian lore, so players need to pass through the Bifrost to continue the dungeon.

just dodge lol

Players that fail to reach the end of the Bifrost to help defeat Heimdallr will be beamed all the way back to the Observatory. They will be unable to complete the rest of the dungeon.

i didn’t make it to heimdallr. i wasn’t worthy.

But that’s a bit further ahead. The dungeon begins in a spiraling mountain. We’re still mastering the use of verticality in rotf2, so if you see any oddities, let us know! That said, this climb at the entrance of the dungeon is one of the many benefits that the new engine affords us. Quaximi is smurfing on art, as always.

the second ring of the mountain.

There’s a lot of other juice here that you might notice see when you watch the video (screen shake, anyone?), and we’ll continue to look for ways we can add flavor to our worlds. This dungeon includes work from practically everyone on the team, and I think it shows!

This post will be updated with a CT key within 10 mins of its publication. You know what to do: refresh, refresh, refresh!

Closed testing key:

[1]LQU-F[2]J6-C[3]N6-OO[4]K

[1] The number of realms in Yggdrasil, not including Asgard.
[2] The first letter of the name of Thor’s brother, the god of mischief.
[3] The first letter of the home of the frost giants.
[4] The first letter of the source of the mythology that inspired this dungeon.

The start of closed testing is coming up soon. Are y’all excited? https://rotf.io/register

Revenge of the Fallen: Spellbooks, scrolls, mages and summoners!

Hello all! In today’s update, we’re showing off a bite-sized preview of some class abilities. A quick primer on rotf2 classes: when you create a character, you choose from one of four “root” classes. As you progress through the game, you’ll earn points towards your Class Skill Tree (NOT the same as your Stat Skill Tree—more on this in a later post), where you’ll be able to subclass, and gain access to new abilities.

The Summoner class is a subclass of Mage. This means that the summoner can use Mage abilities! Below is a clip of four different abilities, in-game: two spellbooks, which are Mage abilities, and two scrolls, which are Summoner abilities. Have a look:

earth and ice and everything nice!

A few notes: For those of you worried about visibility, these abilities will follow GPL rules, meaning that if a player isn’t in your guild/party/locked list, their abilities won’t clog up your vision. Cooldowns, mana costs, damage, etc in the video are placeholder.

Something that probably isn’t worth mentioning (but that I spent a *lot* of time on, personally, so I’m going to mention it!) is that all of these abilities are client-predicted. A lot of times on legacy rotf, you’d use an ability, but you’d have to wait for one network RTT for the ability to actually take effect (essentially, latency/ping made some abilities feel really bad). In rotf2, ability effects are instant, and the server figures out how to deal with the latency. It’s hard to show on video, but this is a big deal!

We’ll be following the same Closed Testing key giveaway format as in the last post, but as an added fairness measure, we’ll update this post with the key within 10 minutes of its published time. Hit those F5 buttons!

Closed Testing key:

WUQ[1]-M[2]RE-[3]CVZWW7[4]

[1] The first letter of the name of the boss that dropped the primal item Reaper’s Bow.

[2] The number of “root” classes in rotf2.

[3] The first letter of the name of the unlimited use, consumable item, which gave HP, MP, and loot boost.

[4] The first letter of the orange rune that increased your ability projectile damage by 75%, but decreased your mana regen.

Use at https://rotf.io/register. Happy holidays, everyone!

Revenge of the Fallen: Market, parties… party in the market?

Hey all! Bit of a slower post today, focusing on some legacy content that we’ve finished re-implementing. You’ve seen this stuff before, but it’s still work that had to get done!

The party panel (that’s the UI on the bottom right of the screen, when you click on a player name) is more or less done. Whispering no longer highlights the command text in chat, so you won’t accidentally remove your /tell anymore. Teleporting, a context-aware party button, trading… it’s not *that* exciting, since much of this is repeated work from legacy, but I’ve recorded some clips anyway.

Party work was particularly challenging. Behind the scenes, world logic on rotf2 uses some multithreading magic to better utilize server hardware, but it makes communicating information across worlds somewhat more difficult. Parties are the perfect “aaaaa, how do i make this work with our new world logic!!” problem, but we got it done! Here’s a clip of /psummon.

The market UI is also in. See the clip below:

All UI that you see is WIP (some of it is placeholder, even). Item stats are placeholder. We also re-implemented the legacy rune UI, but since many runes are still being worked on, we’re not ready to share that just yet. There’s also a possibility that by the time we’re ready to show the runemaster, the UI will have been overhauled anyway. Hang in there.

Now: key time! We were beginning to get a bit worried that scraper scripts were going to snatch up keys before legitimate players. To prevent those absolute squids from gaining an unfair advantage, we’re trying something new with these keys: trivia! Let’s see how this goes…

Closed testing key:

GQ[1]W-V[2]1G-LB0[3][4]3LM

[1] The first letter of the name of the boss in the Tomb of Decaying Death.
[2] The alliterative letter in the name of the first new dungeon we teased on this blog.
[3] The first letter of a certain kiwi-loving developer’s name.
[4] The first letter of both words in the name of Loki’s prism drop in Asgard.

Use at https://rotf.io/register. Good luck, guys!

Revenge of the Fallen-trading, enchantment testing, /tell

Miniguy here again–small progress update! We finished writing the trading system, and wrote some commands to test the limits of the enchantment/item data system.

We also got /tell working, which doesn’t sound like much, but there’s a bit going on behind the scenes that makes it an important milestone. When we return, we’re hoping to run two servers–one in NA, and one in EU–so getting cross-server communication working has been on the to-do list for a while.

Being able to /tell a player, regardless of which server they’re on, is exciting for us (even though it’s boring!) since it also marks the completion of some cross-server backend stuff.

Below is a video showing some of this stuff. I enchanted a tome to have a larger aoe, traded the tome to patpot, got it back, then made fun of him with /tell. The UI for trading is NOT final–but it works for now!

if you’re interested, you can see more enchantment magic here: https://www.youtube.com/watch?v=-eNPW_fPOgw

As promised, each of our blog posts will end with a closed testing key, which can be used at https://rotf.io/register.

Closed testing key: 07DP-DZVS-8HXU-OLYW

Thanks for sticking with us!

Revenge of the Fallen: The Realm Gameplay Preview

Hey! At the end of the month of June, we uploaded a quick preview of our vision for the new realms in Revenge of the Fallen. We’d discussed our plans loosely during a Q&A session, but it was the first time we’ve shown gameplay of it publicly.

Most of you guys have already seen it, but to be clear, the video does NOT represent a finished product–not even remotely. We’re getting closer to closed testing, so we wanted to show where we were at + what we’ve been working on so that y’all could get excited. We didn’t do a good enough job communicating that “close to testing” did NOT mean “close to a finished product.” Oops.

I’ll be linking the video below so that anyone who hasn’t seen it can do so, but, just to address some common questions/concerns:

  • The biome areas that are seen in the video are placeholder. We intend to fully populate each biome with thematic minions, decorative objects, etc.
  • Dungeons and keys are still core features of the game. The lords of the biomes are meant to drop the portals to their respective dungeons.
  • Since these biomes were placeholder, most of the lords were just the bosses from their dungeons, but that’s not a permanent thing! Each dungeon in the game is meant to have a unique biome, tileset, minionset, and a lord to match it in the Realm.
  • More work will be done to make the transitions between each biome feel natural.
  • Each class is meant to have a unique Defensive ability. The two that are shown in the video, deflection + ghosting, will not be used as-is. The Defensive resource bar will also not be used as-is. We know how overpowered those abilities are in the video. They were just there for testing.
  • There will be several different world bosses–not just the one seen in the video.
  • The world boss featured in the video will have several more phases, and will be more challenging.
  • “Beta keys” are now being called “closed testing keys” to more accurately reflect development state.
Happy pride. Black lives matter.

From now on, each blog post will include a closed testing key, which can be used at https://rotf.io/register. Each key is one-time use, so keep your eyes peeled. If you redeem a key successfully, once testing begins, you’ll receive an email with instructions on how to download the testing client and play.

Key: FDG9-XSQO-SGEM-6WRM

More to come, soon. Thanks for sticking with us.