Pick the location and summon it in the sky above you.
Store your items and equipment in chest and containers inside your house.
Upgradeable shields and doors for PvP protection.
Its floating because it shares technology with the Luminals, makers of the Suzerain.
Suzerain rep will be the main rep for bigger house upgrades.
Other elemental rep will allow different buffs and utilities to be unlocked.
If certain conditions are reached we would like to allow players to own property in the Suzerain itself. Then who knows the trade adventures we will get into.
Minor patch: 6/30/2019 - Few Fixes, Respawn point, and teleporters.
We found a rare cooldown bug when the server was shut down a certain way. It was enough of a bug to work this weekend and get it done. We got some others along the way too.
Changes:
Cooldown bug fix.
Lightning elementals name text bug fix.
New nature zones and respawn points.
Teleporters in Suzerain are no longer elemental locked.
The teleporter change allows full access to the world map. Eventually these will be rep and/or server quest locked. So enjoy them while you can and explore the world.
Thanks for all the support and don't forget to talk to us!
Patch 0.9.1.29– The Returning Watcher
Quick Patch Notes 0.9.1.29
Fast overview of the massive patch for the summer sale. New game content will be added every Tuesday. We will also have daily post for the next month with upcoming changes, lore, design thoughts and more. New game content will be added every Tuesday. If you want to be part of the core community, the time is now.
This time around we added roads, gates and walls. Buildings appeared on some of the roads. You can check the map out for more. The nature zone can also be your starting point now.
Somehow I unhooked all the post processing stack from the camera, so we hooked all that back up and the game looks amazing now. We then added floating name and health bar over everything in the game. Should help more complex fight situations.
Enemy AI has had adjustments all around. Sight and aggro has been the biggest one. To test the new LOS aggro enemies have, we added summons in. For now you can only summon a wall, but it can stop abilities and grant the summoner buffs when it does.
From here on out its pure win. Systems are mostly done, so it’s time to add more platforming, an engaging story, and achievements to go on top. If you have any feedback hit us up on here or Discord for a faster response. Have fun getting crushed nooblings...
Patch 0.9.1.26– Enemy tweaks and bugs defeat
We fixed a ton of bugs this week. Like all the real bugs we had. Also a pretty decent pass over AI, refining them a bit more. We are ready to build the world out now.
The big content update is coming 6/25. More news soon, more info at the bottom. Streaming will kick up a bit before then. Also Bug us on Discord to get the best results, hit 30 in game and you can get a nice rank.
AI-
Enemies call for backup to all enemies in a range
Neutral Enemies respond faster to dmg now
Shoot ability after death bug fixed
Leash bug fix
Player-
PVP can now be turned off per server settings
Camera clipping fixed
Jump queued up bug fixed
Dead player logout bug fixed
Multiple login bug fixed
Loot-
Rare and Epic drop chance is 1% and 0.1%
Full inventory loot bug fixed
Abilities-
Rune works consistently now, before standing still could avoid dmg
Rare missile speed adjusted
UI-
Zone info is feed into map now
Servers list PVP/PVE and new/low/med/high/full for population
Rare drag and drop bug fixed
World space drop bug fixed
Coming Soon:
We plan to have the ziggurat in a much better state very soon. Balance will be around 3-5 players with puzzles the require multiple people participating to complete. And of course a big baddie at the end with all the loot.
Patch 0.9.1.25 - A better quest log and quest.
We have decided to push out an update by every Tuesday. Streaming and other update schedules to follow shortly. This update includes a much needed quest log, better quest descriptions, refined help screens, cleaned up tool-tip and plenty of bug fixes. The polish never stops, leave us feedback!
Quest-
A new paragraph was added with additional direction on how to complete a quest.
Some spelling errors have been corrected.
Quest Log-
Press L for quest log. We may allow players to turn in some quest from this menu in the future.
Loot-
Random equipment could roll some addition stats, this has been adjusted.
Transmute-
No longer will you get a missing ability when Transmuting a low level ring.
UI-
You can now swap materia and anima slots around easier. No more dragging to inventory first.
Tooltip background is now less transparent, making the text easier to see.
Last bug fix for drag and dropping should be in.
LAN-
Fixed an error the first time trying to make a player.
Coming Soon:
We plan to have the ziggurat in a much better state very soon. Balance will be around 3-5 players with puzzles the require multiple people participating to complete. And of course a big baddie at the end with all the loot.
More stats, more map, more help, more XP needed; Patch 0.9.1.24
Hopefully we can push out an update every weekend, at least a news update, This weeks update addresses some long standing bugs that we tracked down thanks to one amazing player. We are also raising the starting points to 32 now. Next update will hopefully feature a map and better starting experience.
Public server adjustments-
Starting attribute points are 32. up from 18. This should ease new players into Prima better.
Map-
Press M for a map. Mouse over info or areas will come next patch
Help-
Loading screen now quickly covers the basics of the game. Make sure you loot enemies...
Abilities-
Target abilities are been cleaned up. They were inconsistent in application before.
Instant teleport ability ring has been added to the loot tables.
AI-
Enemies walk around less now. This allows for more predictable navigations around enemies.
UI-
Fixed drag and drop bug
XP-
Massively adjusted XP ahead of bloodline remaster.
Chest-
Fixed looting of chest and respawning loot bug.
Monuments-
Encounter has been reworked. The monument no longer attacks but heals based upon the number of enemies it has spawned that are still alive. Killing the elementals that have spawned and continue to spawn, while dealing damage to the monument is key to success. A group is recommended and loot table and xp have been adjusted to reflect this.
Coming Soon:
Quest Log-
Server Quest-
Patch Notes 0.9.1.22: Echoes of Another and the Push for 1000 players online
A new update is upon us! Bloodlines of Prima is on sale for $1.99 and a new trailer has been posted. Here is how you can help:
Keep in mind that PvP is encouraged and allowed anywhere. Elementals near spawn points are non-hostile until engaged. The enemies towards the middle of the map are hostile, stronger and drop better loot. Remember to transmute items for survival and also to upgrade your gear. Bloodlines and bank items are permanent, everything else is dropped upon player death.
Fixes and Improvements
Chat UI
Quest icon texture
Texture issues on old buildings
City hub center gem collider missing
Lightning zone ambient sound glitch
Monuments improperly spawning on the Suzerain
Tooltip text escaping outside the tooltip box
Item stack split bug
Graphics settings
Network transform issues
Enemies stop attacking and reset when they clear targets
Server.txt setting; tick rate and starting points
F to close out of looting
Balance
More monuments spawn in the world
Loot drops more frequently
Some quest are now repeatable
Bomb Step ring from fire elementals
More than one kind of DoT can be on a target at a time
We will be putting Bloodlines of Prima on sale for 90% off to drastically increase our player base! Since we’ve been in early access, we haven’t really advertised at all. Now that the game is stable and the underlying systems are working well, we are focusing on getting players into the game. We are ready for feedback on current systems as well as:
Server Events: Main focus of server progression
Raid Zones: Size, rewards, reset times
Trading Economy: How detailed should we get?
Player housing: Buy in the city or build in the world?
Player Hosted Servers
A huge aspect of this game is the fact that players can host their own servers and have it show up on the server list for other players to join. There are plenty of variables that can be changed to influence how the player hosted server functions. We are working on a very detailed post that will explain how to get a server up and running, also expanding on the options you can change and what effects it will have on the server.
Web Demo
We have a WebGL demo available for anyone who wants to try it out. There will be a more detailed post about it coming soon, but for now you can try it out here.
Lore
Expanding on the game lore and implementing it into the game for the players to piece together has been a focus since the beginning. The backstory for this game is extensive. We are in the process of writing up lore pages to explain just enough story to the player so they can understand what the goals of the game are.
Patch 0.9.0 - More response, world hub, core adjustments
Biggest update so far. Only major system lacking is server events, while minor systems around solo questing can easily be fitted with the new focus. Next patch will be 0.9.1 and ever closer to our future release goal of 1.0.0 leaving early access.
Game Responsiveness
Between player ability and movement, all the aspects of the Enemy AI systems, and the new network backend, there was some tightening of screws to be had. The maintenance almost got out of hand but clearly the results are worth it. Switching to Mirror over Unet for networking had amazing improvements for the game.
<*>Ability Responsiveness- I min/maxed the ability loop to prioritize firing off Cmds to the server as soon as possible. For instant attacks ( long range sniper type) the change is amazing. In the end all abilities should feel snappier after pressing the button<*>Network Movement Synchronization- With the change to Mirror networking we are able to implement better sync between entities. Interpolation has been added and looks buttery compared to the old looks. We will continue to adjust settings associated with sync. <*>Enemy Systems Rework- They hardly functioned before, couldn't be debuffed and very error prone. Now we can adjust enemy behaviour easily on our end (also for future modders I assume) and this has opened the way for procedural enemy patterns or machine learning rather easily. Enemies now respond rather well when you aggro them, take buffs and debuffs, and provide an overall more responsive fight.
Overall the quality of life should be substantial improved. We have more work we can put in, but for now we should be able to focus on creating fun challenging content for the game rather then continually troubleshootings oddities from our basic systems. That almost always went back to Unet's fault anyways
World Building
While we had a nice base for a world before this patch, but we really went ham this time. Floating cities, 4k textures, and nostalgia inducing music are just the surface of current adjustments and additions.
Patch 0.9.1 will introduce a dynamic ziggurat and server quest for players. The changes this patch should facilitate the coming additions nicely. Overall everything fits neatly into the bigger story of Prima. Pages that highlight these story elements will be appearing soon.
Core Gameplay
Essential changes have taken place. We doubled health, thirst, and hunger max values. Adjusted ability cooldown, energy cost and damage to make all abilities competitive. Drop rate for Uncommon or better items was gutted, like have fun getting an uncommon outside of a group or harvesting. Tooltips show icons now for quicker understanding of what the player is moused over. Oh, we also added targeted abilities to boot.
<*>Drop Rate Adjustment- Drops from enemies, especially Class B or worse, have had a nerf to drops. Class D can only drop common items. This will lead to more transmutation use and essence collecting.<*>Starting Stat Adjustment- You are not a noob, you have full gear. You are not naked and your a half way to level cap kind of toon. We doubled some stats to make things feel like mid game. Get to raiding sooner then later right?<*>Ability Adjustment- We adjusted everything. Its balanced now. Is it perfect? No, but its a pass at least. Lobs still need some reworking but everything should be pretty bug free for some broad testing this patch.<*>Tooltip Adjustment- You can see what ability a ring has easier now. This is nice when you can manage to have a few different rings you swap out. The visual feedback just makes looking at the tooltips feel more rewarding even!<*>Targeted Abilities- Ok so this is the bread and butter of the DoT and HoT play styles. For up to 3 seconds after you last targeted you may use a targeted ability on the target. This pretty much allows guaranteed connection of effects. Very nice for taunts, heals and cc!
Now the fun begins...
This was huge, nothing will be this big again. We had some backlog to take care of thanks for Unet failing us so hard. We couldn't get more then a few players on a server at a time. Now we should be able to handle hundreds now. Several bugs and problems we had to code around are gone now.
Now for patch 0.9.1 and introducing the dungeon Mymosa has been working on. Should provide hours of content after its said and done. The next patch will have the server quest system live as well. Server progression really is coming into focus.
Hopefully we can reach 1000 ccu soon! To make this possible we will be giving out steam keys in all of our social media channels till we reach this goal. Thanks for all you support so far, so check out our live streams on Youtube, Twitch, Mixer or Dlive!
Quick Start Guide
Hey guys! It's come to my attention that the learning curve for BoP is a bit steep when you first start playing. We're working on making it smoother for players to ease in to, but for now this Quick Start Guide should help. Feel free to let me know if anything else should be covered here.
Welcome to Prima! You have answered the call of Ish’Anna, who resides deep inside her crystal binding at the beginning of time. Unravel the mysteries of Prima, gain power and unlock the secret of Ish’Anna!
Map Here is a very crude map to help you navigate Prima. Some key places are temporarily missing from this version. It is a work in progress and will be updated frequently. It is not available in game yet, but will be soon. Feel free to reference it as much as you would like.
Controls
W,A,S,D: Move forward, left, backward, right
ESC: Access settings menu and exit game
TAB: Open up player menu (inventory, gear, crafting, stats)
F: Interact
1, 2, 3, 4: Use ability in corresponding slot
Space: Jump
Mouse 1: Use ability in slot 1
Mouse 2: Use ability in slot 2
Ctrl Mouse 1: Use ability in slot 3
Ctrl Mouse 2: Use ability in slot 4
Controls can be modified by using the input menu on the game launcher.
Transmute Gameplay relies heavily on the Transmute (crafting) system. You can craft healing items, food and water by using the transmute system. Place items in the materia and animus slot then hover over the FUSE button to see the transmute results. Experimenting with the transmute system is a good way to clear up space in your inventory.
Gear can also be upgraded by utilizing the transmute system as well. For example, 2 ore can be transmuted into a bar. Transmute a bar and a piece of gear to upgrade it!
Abilities Abilities are tied to the rings that players equip to their character. There are hundreds of abilities to discover and we’re always developing more. Mix and match abilities to suit your playstyle or to help you through a difficult encounter.
Bloodlines As you level up, Bloodline points become available to you. These points are permanent. Even if you die and lose all of your inventory, you will still have your Bloodline points on your next respawn.
This should cover the basics to get you started out in the right direction. If you have any questions or comments, don't hesitate to reach out!
Monuments are emerging on Prima, bringing forth hordes of elemental invaders and dropping lots of loot.
Monuments were a huge part of the game when we first launched in Early Access. We took them out while we did a huge rework of the back end of the game and rebuilt the map. We're so glad to finally have them in the game again.
Rings and equipment are dropping more frequently to make dying and dropping your equipment somewhat less devastating. This will also allow players to check out different abilities and customize their play style easier.
Movement abilities: Players will now be starting with the Bomb Step ability, which works like a jetpack. This ability really adds a whole extra dynamic to combat. Exploring the map is also easier and more fun with Bomb Step.