+ Created a new de-render on distance system and applied to major landmarks to help with variable frames when looking in different directions
+ Increased fog density
+ Addressed most broken LOD groups showing pure gray textures
+ Changed terrain rendering to lose quality on distance much more aggressively than before
+ Changes to death cam
+ Moved many Matriarchs and bankers in Cathedral, spreading out the interactibles throughout the building
+ Changes to the site of and desert around the next incoming city, Perdition
+ Removed most if not all creatures from Cathedral Node
+ All of Cathedral Node now functions as a garden, so that it is a friendlier place for noobs to learn the ropes
The Death Camera Update
Patch Notes for Update 11/27/2019
+ After you die, you will now see the spot where you died and whatever is happening there. Expect improvements in this area soon
+ Massive reworking of networked object spawning to address server lag
+ Fixed issue with some player placed items creating lag
+ Added new, fog colored level of detail to far off objects and plants to optimize graphics rendering
+ Replaced many mesh colliders with capsules to save triangles map wide
+ Optimizations to many textures map wide
+ Plugged several holes to under the map
+ Fixed an issue where the Dome node walls were not spawning in
+ Added invisible walls on the very edges of the drought to contain players
+ Buffed many natural caves in the Drought to create valuable base/town locations
+ Removed several mobs in areas with many gathers to reduce possible lag effects
Monday Event! the Golden Rift is back
The Golden Rift is back! enhanced prizes for PVP in the Rift! possibility of Obol drop on player kills! players will not drop their inventory on death all day!
Patch Notes for Update 11/4/2019
+Added a new rift, the Golden Rift, for Monday PVP events
+ The Golden Rift spawns on Mondays, in a new location called the Obol Pit
+ Changes to smooth out player movement
+ Improvements to sprinting and gliding positioning
+ Added a new rally point, which teleports the user to any open rift, Golden or Gore
+ Added emission to the player models bones to increase visibility
+ Added a white halo to any player who recently fired a spell
+ Changes to hotbar drops! If you have more than one spell equipped, it will only drop one out of the stack, so that you can respawn ready to fight, while your opponent still gets to loot a copy of your load out. this is in effect every day of the week
Patch Notes for Update 10/23/2019
+ Added a flag system for team PVP
+ Linked flag system with the Gore Rift
+ All combat spells will drop only a single item from a stack if it is in your hotbar. So stack up your loadout in those slots and always respawn ready for revenge
+ Changes to Cursed Ones melee attack
+ Added a 15 second red halo around players who sustain dmg
+ Increased view distance for all flares to help navigation
+ Changes to creature spawning
+ Optimizations to free-roaming mechanics of creatures
+ Optimizations for server-side lag resulting in increased server framerate
+ Smoother switching between weapons
+ Changes to increase player visibility
Patch Notes for Update 9/27/2019
+ Added new gather system, Ancestors' Flesh. These will drop from bottles and creatures, and will need to be placed somewhere in the Drought to mature into a one time gather of random amounts of blood. These will encourage all players to build basic structures to protect and harvest the ample Fleshes they get from gathering.
+ Added new craftable teleport for the home, the Portal
+ Added new craftable Banker for the home, the Drought Bank
+ Added a Drought Banker to Cathedral
+ Changes to lighting map wide
+ The banker in the noob spawn grave now gives access to the Cathedral bank
+ Totally rebuilt Cursed Ones for optimization and storytelling purposes
+ Obols are now equippable as a clothing item as well as being the store currency
+ Massive optimizations to grass map wide
+ Temporarily removed grass from the Cathedral Garden for fps purposes
+ Optimized rendering of Megalith and Brickstone gathers
+ Adjusted GUI so you can now craft while looking into your bank
Patch Notes for Update 9/27/2019
+ Added new gather system, Ancestors' Flesh. These will drop from bottles and creatures, and will need to be placed somewhere in the Drought to mature into a one time gather of random amounts of blood. These will encourage all players to build basic structures to protect and harvest the ample Fleshes they get from gathering.
+ Added new craftable teleport for the home, the Portal
+ Added new craftable Banker for the home, the Drought Bank
+ Added a Drought Banker to Cathedral
+ Changes to lighting map wide
+ The banker in the noob spawn grave now gives access to the Cathedral bank
+ Totally rebuilt Cursed Ones for optimization and storytelling purposes
+ Obols are now equippable as a clothing item as well as being the store currency
+ Massive optimizations to grass map wide
+ Temporarily removed grass from the Cathedral Garden for fps purposes
+ Optimized rendering of Megalith and Brickstone gathers
+ Adjusted GUI so you can now craft while looking into your bank
Patch Notes for Update 9/22/2019
+ Fixed all bugs with the Steam store and Obols
+ Givings now work properly
+ Fixed paperdoll visual for new cosmetics
+ Optimizations for creatures
+ All creatures now repopulated
+ Optimizations for all plant objects
+ Adjustments to rock textures, and render distances for everything in the Drought
+ Replaced compound prefabs with singular items, especially around the Cathedral Garden
+ Reduced grass density and quality on all terrains
+ Major changes to object loading. Split all areas of the the map into layers that render on different cycles. This should help with frame rates in the main sections of the map, as well as anyone having troubles at the moment of load-in
+ aesthetic fixes for Cathedral Museum
+ optimized the tabletop map in the Museum
+ Aesthetic fixes and basic optimizations for the noob spawn grave
+ Rebuilt the massive node walls to massively reduce number of objects per wall section
+ Fixed many holes underground
+ Fixed several broken LOD groups
+ Fixed Sand Circle gather visual
+ Added game update version checker
Patch Notes for the Second World Update
+ Replaced the legacy game world with a map which will last and evolve forever
+ Added new building item for player towns: Throne
+ Added new building item for player bases: Groundskeeper
+ Added gardening system for the cultivation of plant based resources in the Drought
+ Added multiple Seeds, craftable items which act as precursors in the gardening system
+ Removed all shrines from the crafting menu
+ Replaced all shrines in player inventories with seeds
+ Changed all pickable resources from glowing colored orbs to representative objects, which dissapear on gather
+ Reduced all gather rates to one per item, this is because the new biomes have many more items per acre than the last world
+ Implemented new Cursed Ones
+ Cursed weapons and items are now dropped by the Cursed Ones, and are not pickable anywhere
+ Added a bank, bottles, and gatherables to the new player spawn area to encourage early engagement from new spawns
+ Added a PVP arena; the Cathedral Garden, where players do not drop loot on death. Kills in this area are displayed as 'defeats' in server chat
+ Rendered the entirety of the Second World as navigable by mobs, to allow free roam mechanics for all creatures
+ Added new item; Cells, which can be farmed in the Gore Rift. Cells are a crucial precursor to another new item, the Blaspheme, which is used in cursing a Throne to temporarily allow raiding within a town's limits.
+ Added new building tier; Amber, which is invincible in range of a healthy Throne
+ Added a GUI compass, which is especially useful when navigating the Drought, which is unmapped
+ Added a Steam store, enterable through the Tab menu. Some elements of the store are still in testing, please report any bugs to Ded or I and we can reimburse for any genuine issues.
+ Added store currency, the Obol. Obols will not be dropped on death, but can be traded between players like any other item
+ Added new item, craftable only with Obols; the Giving. Givings will increase the gather yields on all pickables within a range when used. All players are able to reap the benefits from a Giving which has been used by a single player.
+ Added new crafting ingredient; Minds, which have a 40% drop rate from all creatures.
+ Added new pickable item; Root. This material can be crafted into ramps and planks that can be placed in the center of the map, when other buildings do not go. Root structures dissapear after a short time
There are some known bugs, as well as severly underoptimized areas of the map. There will be an update to address the worst of these issues within 24 hours of this posting
Big News!
Hey Everyone!
Ded & I are very excited; this coming Tuesday, 9/3/2019, we are releasing the second game world for Animyst. This update will mark the beginning of our open alpha stage of development. The last year of development culminates now, in a huge world with better graphics and deepened gameplay.
To everyone who has taken the time to feed back on the game up to this point, thank you. Every Steam review, Discord post, in-game and on-stream comment has really helped us to direct the evolution of the game. We will need many more impressions from you all, good and bad, as we continue to update Animyst and move towards a Beta that is over-the-top thrilling.
One more note: if there has ever been a time to support the game by playing, and hanging out in Animyst, it is this coming week. We are aware that many of you would be much more excited to play a steadily populated Animyst - us too!
If everyone who has played the game a little before, played this week, it could spark the mini-snowball that the game really needs to become self-sustaining.
Noobs who hop in while you all are on having a blast, will then have a blast.
Every week we have 40-80 new ppl download the game. We can retain a lot of those folks better just by having a few ppl playing all the time, which will then build on itself.
Thank you to everyone who has ever played, and thank you so much to you all for hopping in and checking out the Second World on Tuesday.