Bloodlines of Prima cover
Bloodlines of Prima screenshot
Genre: Role-playing (RPG), Adventure, Indie

Bloodlines of Prima

Patch 1.0.2.1: Visual Upgrades



This patch, we focused on improving graphics and visuals. It’s something that was sorely needed and the polish has definitely made a huge difference in the look and feel of the game. Here’s what's new:

  • New skybox and day/night cycles:
  • Adjusted camera clipping. You should no longer be able to see through walls.
  • Instant abilities adjusted to show the correct end point. The line effect no longer travels through the target.
  • Fog and weather added in. We’re still tweaking the settings here, so feedback is appreciated!

Patch 1.0.1.4 Now Live!

Patch 1.0.1.4: Player buff and Monument nerf




The point of this update was to address the looks of the game. While we have a huge overhaul coming with 1.1, we decided to do what we could right now to improve the number one complaint. The biggest change should be that the camera is a lot smoother now when moving higher speed. Also adjusted post-processing and textures along with cleaning up instant effects.

Additional adjustments center around inventory bug fixes and monuments. Sometimes with a full inventory right clicking could error out. Other times items would be invisible under certain conditions. Monuments got an HP nerf, healing nerf, and total spawned enemy count nerf. We also changed how additional enemies from monuments spawned. Hopefully theses changes help everyone out.


Change Log:


Player: Doubled player starting health
Player: Base speed increase
Player: Inventory bug clean up
Player: Instant ability clean up

Graphics: Make cam smoother
Graphics: Adjusted post processing
Graphics: Adjusted crystal golem skin
Graphics: Instant abilities now fade faster
Graphics: Several textures have been optimized

UI: Tooltips now show flavor text again
UI: Removed bloodline points remaining when you have 0
UI: Player name is back on bloodline
UI: When chatting stopped buttons from working
UI: Stopped World UI from rotating to player on wrong axis
UI: Ip/Port wrong error now shows menu after

PvP: Nerfed monument heal by 50%
PvP: Monument was spawning too many adds
PvP: Cleared Interact list when Zugs go back to chaos
PvP: Weekly to Season, Rank to Skill
PvP: Weekly points to season points

PvE: Fast rework of earth area
PvE: Fixed a few bad respawns
PvE: Switched nature start for air zone
PvE: Turn Ambient skybox light down
PvE: Some chest have random elements instead of set
PvE: Adjusted some rank D fighting patterns
PvE: Larger structures now contain chest
PvE: Chest now 10 min respawn


Remember to check out our Trello to see what we are working on and the roadmap for 1.1

Minor Patch 1.0.1.3


  • Nerf Nature warden attack and HP slightly
  • Max quest tracking at 10
  • Rings regen from reload
  • Camera adjustment for jitter
  • Remove annoying error noise
  • New base self sfx
  • Hunger and Thirst deaths cause HP to 0
  • Invisible Loot on Inventory full bug fixed
  • Relog skin reset bug
  • Speed bloodline bug fixed
  • Rare corrupt data bug fixed
  • Monument spawn event bug fixed


Launching live tomorrow morning ,3/24, around 7:30 am Eastern standard time. Servers should be down for less than 10 minutes.

Minor Fixes - 1.0.1.2


  • Reduced cost of guild switching and added reload option both for 10 Lumina
  • Adjusted Zone transition
  • Wardens count as Elementals for now
  • Disabled motion blur

Patch 1.0: Going free-to-play and leaving early access

We decided to go free-to-play recently and with that we are leaving early access. This patch also provides much needs improvements to the PvP heart of the game. Hopefully we can get some players and figure out the direction you all want to go. Please leave us feedback!

PvP should make you widely known and powerful on your server. I miss the days of true classic WoW and the way the servers felt. I left in my Halo 2 prime to start playing World of Warcraft. The draw of WoW was clear to me, you could become a king. People would gaze at your loot, they would know your skills in PvP/PvE, you could become a true standout. I just wanted to take some Halo on to it. So here we are now, and to start I’m emulating some cross between open world PvP in WoW/BC and Rifts from Rift the MMO.

Ok this is where the fun begins, here is a quick overview of the additions. First up was the map to show every PvP objective on the server along with information about its status. Then two guilds to force players into a faction. Then we tweaked Monuments and Ziggurats for PvP. Finally, we allowed PvP to reward premium currency and leaderboards. These changes should push the game in a strong direction, establish some form of meta to use or pivot from with community input.

Objectives


The Ziggurats are a bit more complicated, taking 3-4 people to be safe. There are 4 buffs that must be gathered to one carrier and deposits in the control room on the bottom floor. Each buff has a 10 minute timer and can be lost on death. Many gates and elevators must be worked some require two people. Along with the constant PvE threat from Wardens, Pvp will be rough here. But the players that work together will be rewarded nicely.


Monuments buff friendly guilds and debuff opposing guilds while spawning chaotic Elementals that attack all. They are easy to take down with a few friends with some uncommon gear and consumables. Elementals that spawn from the monument act as multipliers on the self healing of the monument, so do try to clear adds first.

Guilds


Guilds were added as factions for a few reasons. I wanted a way to have players work together in the wild without pushing too hard. I’ve played Rust and DayZ, free for all is great but I’m done with it. But I also don’t want it devolving down to having a clan or you get instagibbed. Guilds will be assigned to players randomly on the start of a new player. Once you make a player you can switch guilds freely, just at a currency cost. This acts somewhat as a cooldown timer. Also provides a way to avoid ganking or use it to betray others, but that again is the point of easy switching.

Maps


Map is pretty simple but such a great tool. Essentially it allows you to quickly see if someone is attacking a point. We also added a teleport button for fast travel to the Suzerain’s portal room, hopefully allowing for a decent response time. Monuments buff friendlies and debuff enemies while spawning chaotic Elementals that attack all. They are easy to take down with a few friends with some uncommon gear and consumables. Take note, elementals that spawn from the monument act as multipliers on the self healing of the monument, so do try to clear adds first.

Leaderboards


Our leaderboards are a slight ELO rip off, more a backbone for honor points then they are a true ELO. You get more currency and rank change for taking out a higher ranked target. The twist is that the PvP objectives provide a small boost to your rank. Meaning it’s not so much a skill rank but engagement rank of sorts. I’m not for sure how often we will rest these, that will be from players feedback. Could do it quarterly or just weekly like WoW.

Loadouts


Now for loadouts, after our last round of play testing it was clear we needed something more consistent for abilities. We want you to be able to take other players’ rings and gain powerful legendaries from raid bosses. But there was no guarantee with your 4 starting abilities, we picked abilities at random from a pool.

The load out screen was made to address this issue. It allows every common ability ring to be unlocked for starting out. That’s over 70 different common abilities to pick from. Should make it easier to decide on what kind of player you want to create. A nature healer with energy regen? Or maybe sustain DPS with a cleanse? Straight up tank? That’s up to you now. Oh and we got them skins to show off to your fans.

Adjustments


Recently we adjusted equipment change along with some enemy stats changes. To balance the changes we added more equipment caches with higher than average equipment chance. Along with some other adjustments we think getting equipment feels more rewarding. Quest rewards were slightly nerfed button can reward the player with Lumina now. After removing all starting equipment besides rings, we raised starting stat points to 100.

MINOR CHANGE:

  • Add sound to teleports
  • Surround materials
  • Rune materials
  • New ray materials
  • Server list readded
  • Chatbox QOL improvements
  • Enemy AI improvements
  • UI improvements
  • Quest tracker toggle added
  • Quest can now give Lumina
  • More zones and respawns added
  • Several music tracks have been added
  • Added “Tower Maze” with cache
  • New NPC skins
  • New Player skins
  • Nerf equipment chance


BUG FIXES:

  • Surround could bug out
  • Adjusted enemy LOD, still polishing
  • Some house steps blocked walking
  • Fixed rug texture
  • and many, many, more…

Going F2P

We have decided after the success of Discord testing to hook up Steam users again. This means the PvP and Loadout update will be coming. Once Steam approves the switch to F2P, we will have a concrete release day to share.


WHY?


We need more players the make the multiplayer game work. The servers are designed for 400+ players online at once. In order to really fill out the server it was a necessary change.

WHEN?


In the next month or so. It depends on Steam approval and a bit more testing.


What happens with existing customers?


Existing customers who paid for the game will receive 2600 Lumina currency after F2P transition is settled. We may eventually reward titles and other miscellaneous benefits to original players.

More details are coming soon! And don't forget Steam and Discord users can play on the same server!
why, when, and what happens with existing customers.

All Minor Updates for December 2019



Minor Patch 0.9.3.1A– Discord bot
--Fixed currency bug
--Fixed Discord PvP feed
--Added Server Status channel
--Added Lumina(Currency) for leveling
-- Added PvP kill fanfare

Minor Patch 0.9.3.1b- Enemies Unfroze

Bugs
--Tooltip for stats detail is too small
--Equipment not dropping on death
--Currency for leveling (
--Social media links
--Enemies don't fully reset under some conditions
- Ugh this one sucked but I cleaned it up a ton. Aggro tables and multiple target selections made for some scenarios unforeseen.
Polish
--Better error notification for version mismatch.
--Version numbers cleaned and unified.
--Adjusted lights, post and fog: Light is brighter with higher contrast, with less of a washed out feeling. -
--Ambient for some metal types has been adjusted up. Fog blends into horizon better. Shadows should be darker. Exposure effect adjusted up.
--Mob's floating names are now grey after reaching 0 HP.

--Press "p" to check out the pvp leaderboard and see where you stand

Polish
--AmazaBot shows latest version number.
--General tooltip rework, should be more fluid now. - Improved version mismatch warning.
--Item drop area messing with tooltips, use Alt click to world space drop.
--Lava ambient light turned down.
--Adjusted worldspace popup damage text
--Adjusted Quest UI and Quest log UI locations

Bugs
--Enemies properly leash and reset.
--Re-looting missing chest item bug.
--Quest announce text working again.
--Missing ability icons from secondary tool tips.
--Drag rings to ability bar now prevented.

Patch 0.9.1.33 – QOL adjustments and fixes

Thanks for all the new players and feedback recently. It's been overwhelming. We have had something like 600 players on the server in two weeks. Always people on playing now. I wish we had more content but these QOL adjustments and bug fixes should help things out. We did pick up some help on the vfx side of things and will have to post most about that soon!


  • Portals- Walking into them activates them
  • Chat- Fixed fade issue while adding an option to hide chat
  • Vsync- Toggle added
  • Shadows- Toggle added
  • Enemy- Many spawns adjusted
  • Enemy- Wardens HP reduction
  • Items- Capped at +10/+10 and old items will be converted
  • Zone- Player respawn adjustments
  • Terrain- Hole in ground patched
  • VFX- New lightning missiles effect
  • Inventory- Quest reward ring stacking bug fixed
  • Quest- Item type turn in bug fixed
  • Screens- Loading and main menu screens polished a bit


Please keep giving us support and we will continue on our end!

If you like Discord, please join the discussion there! We have almost 10k people in our Discord and the community is active. Also if you play BoP and allow discord to show the game your playing, you will get a role automatically!

Hotfix 0.9.1.32

We squeezed in a quick hotfix to address some of the issues reported to us over the last few days.




  • UI was displaying incorrect stat increase values for some Bloodlines. The UI has been fixed.
  • If you have typed in your chat box, it won’t close until message is sent or erased. Chat is still not completely fixed, but will be in next update.
  • Item duplication bug fixed
  • Camera range max increased
  • Loot chests should be fixed
  • Bloodline chance to start with useful items on respawn should be working now
  • Adjusted spawn locations


Special thanks to everyone who has taken the time to report bugs to us. We are chugging through the feedback and will be getting things fixed as quickly as we can.

Patch 0.9.27- Terrain changes and Landmarks

Terrain





Significant terrain edits made it into this patch. Foothills, cliffs and other visually interesting areas were added. Terrain polish is a work in progress. Expect to see more changes in the near future.



Structures





Two new structures created and placed in many places throughout the map. Each structure contains a treasure chest with quality loot, but they are guarded well.



The Ak’i Ruins have also been replaced with higher quality models.



Graphical Settings



We turned down a few maximum values in the settings panel. They were experimental in nature. Screen space reflection is really intense, so that was nerfed quite a bit. (It was on a mode called overkill, after all)

Giant beams around Outposts have been removed.



More Ziggurats!



Five more Ziggurats have been added to the world. Each has as elemental weakness. Use it to open doors and activate elevators.



Enemies in the Ziggurats have been nerfed. Health was 2200 and is now 1800. We also delayed respawning a bit to help with clearing the enemies.

General



Non hostile mobs now have a large chance to drop basic survival gear of a random element.

Next Patch



Expect our first major lore update. We’ve been writing quests and lore internally and will be getting these quests into the game very soon.

We will be going back and balancing the Towers and other areas that need it.

Introduction to the Watcher, our first major lore character, will also happen next patch.

Upcoming



Inventory and bank expansion

Lob ability rework

Let us know what you think of the latest patch!