* Temp Disabled the ability to Dodge (Q and E Keys) (This was causing issues with getting stuck in a casting state when you started casting and then started a dodge and released the cast)
* Removed the ability to sprint and charge a spell at the same time.
* Adjusted the Sprint speed up to 750 units from the 650 units it was before.
* Turned on some debugging tools to help with information geathering when people crash or have issues ingame.
* Fixed some animation state issues that was occuring.
3/23/2015 Monday - 1:00 pm EDT Server Downtime for a Update
At 1:00pm EDT the servers will be going down for a quick update to fix a few last min issues that have popped up.
Patch notes will follow shortly.
If you do not auto recieve the update via steam, you can try restarting steam and that generally picks up the update and should start downloading it.
Release March 23rd, 2015
Well folks, it is finally here, we just released the game to steam. Today is will be be a busy day and we already have a patch planned today to resolve some issue that have popped up. Over the next couple of hours we will put together the patch notes and a hot fix will be going in.
Due to an unforeseen situation that is out of our control we are unable to launch the game until Monday March 23rd at 9:00am Pacific Time.
We are currently ready and servers are up and ready to go but we cannot release. This has taking us by surprise and we apologize the inconvenience but we apologize as there is nothing we can do.
Origins of Malu Team
March State of Development
March State Of Development
We continue to prepare for our Early Access release which has been firmly set for March 20th, 2015. We have been working hard and planning out our efforts to make sure content is release quickly and regularly once we open up early access. While we will be launching with strictly the battleground portion of the game, we have worked hard and plan to roll out new content pretty aggressively during this process as we have always been working on the full MMO aspect of the project. Being a small-unfunded indie group, this phased rollout will help us slowly ramp up and also work with the community as we do so. Please make sure you understand the rollout schedule when you decide to buy in to Early Access. The MMO content will start to be released approximately a month after the start of early release, while those who buy in right at the start will be participating in a battleground experience, helping the team test skills and combat and having a voice in how those systems are developed.
[B]What are the features for Launch Day? (March 20th, 2015 - 10:00 PM Pacific Time)[/B]
[LIST]
<*>Domination Battleground: You fight as a team for control of the faction nodes; the goal is to take the opposing team’s nodes and hold them all to win.
<*>FFA, Free for all battleground mode: You are dropped into the dangerous swamp caves of Zeta - your goal is take down as many opponents as you can. It’s every alien for themselves, so watch your back!
<*>There will be 5 different characters you can play from with basic armor sets
[/LIST] [B]What to Expect[/B]
[LIST]
<*>We plan and test as much as we can to make things smooth, but understand there will be bugs and issues as this is still alpha.
<*>We will be posting updates on twitter and forums to keep everyone informed.
[/LIST] [B]So when are the full features going to come?[/B]
Please take some time to review our Early Access Roadmap. We are happy to announce that we have decreased the amount of time it will take to get you into the MMO by bringing features online piece by piece. The community will get to experience things as they are developed, and your feedback will decide which things get priority. This is why we love sandboxes!
Early Access Road Map is here: [URL]https://trello.com/b/ndD1aCG6[/URL] <-[B]This is when and how things are coming; we are actively maintaining this![/B]
The initial launch version will be codenamed "Fry" which will be our first release on March 20th, 2015
The next sprint target is codenamed “Lela” and is targeted for April 3rd, 2015.
[LIST]
<*>Adding more spells per character
<*>Weapons and Custom Armors
<*>Further Character Customization
<*>Persistence in characters and customization
<*>Achievements
<*>Loot & Inventory
[/LIST] [I]**Please note that sprints are subject to change as they are targets but should be fairly accurate[/I]
[B]Hybrid Payment Model[/B]
We are happy to finally announce our price and payment model; it’s important to note this could change as we are trying for a nice balance between accessibility and fairness. One thing to note about Early Access is that all of the profit it going 100% back into the game to bring the MMO to the community as fast as possible.
[B]Early Access Price: $19.99[/B] – You get to play the game for as long as it is in early access.
What you get when the game comes out?
[LIST]
<*>1 Month Free Subscription when the game is released
<*>Special armor set for being part of Early Access
<*>Special housing pieces for building your house
[/LIST] [B]Release Price Model[/B]
We are going to be implementing a hybrid model. The game will be buy to play mixed with elements of free to play and subscription We are trying to provide flexible models to fit each player’s personal preference for play style without compromising the community or game experience.
[B]Patch Notes - March 17th, 2015 [/B]
This is just a short sample of the changes.
General Updates
[LIST]
<*>Upgraded to 4.7.3 of Unreal 4 Engine
<*>Added in FFA – Free for All Mode as a combat mode
<*>Reworked temporary character selection menu, this is only a temporary menu
<*>Screen resolution and graphic options bug fixed
[/LIST] Domination Battleground
[LIST]
<*>Implemented 2D Map to show which faction nodes are owned by who
<*>Added messages to show what faction node is being taken and where
<*>Added force fields to base before the game starts
<*>Added timer based count down before match starts
<*>Added damage tracking stats
<*>Added starting and ending game sounds
<*>Fixed flora issues
<*>Adjusted weather system and other fixes
<*>Fix spawning issues in start of the siege
[/LIST] Character Abilities
[LIST]
<*>Beam types have been adjusted to slowly track now
<*>Basic projectile abilities now have a slight homing effect. This will not be used for all spells as we will still have non tracking spells.
<*>Weapons for casting abilities have been implemented, melee weapons are not far behind
<*>Beam weapons trace the target
<*>We have some major improvement for abilities and it will be implement in “Lelia” or “Bender” sprints.
[/LIST] Art
[LIST]
<*>Rebuilt swamp cave landscape
<*>Added ancient ruins throughout the swamps
<*>Upgraded the water textures and effects
<*>Improved performance of assets through Level of Detail and optimized shadow maps
<*>Lighting improvements
<*>Added foliage effects that evolve across the height of the map in siege
<*>Improved resolution and detail on textures
<*>Added models for weapons
<*>Continued to refine particle effects
<*>Began work on the wastes environment
[/LIST] Bug Fixes
[LIST]
<*>Terrain should no longer shear and break on older hardware
<*>New flora fixes for all flora have been implemented
<*>Fixed collision issues with destructible objects
<*>Intro videos now play the entire duration
<*>Qulinta cast while running sounds have been fixed
<*>Looping audio of some spells have been fixed
<*>Fixed Qulinta casting animation that would collide
<*>Fixed 2D Nameplates for battleground games
<*>Several hundred performance fixes
<*>Improved framerate & video quality on lower end systems.
<*>Sound sliders now work
[/LIST]
March 20th, 2015 - Release Date
So we reviewed what people thought of the push back and decided to push it back a couple more weeks. It will allow us to get this new version of the engine in and also allow us to add some more features to EA. We are in the process of getting things aligned here.
What you get for this wait?
- Better frame rates
- No falling through the world
- Better chat system
- Swamps!!!!
- a generally better experince
- and alot more
After a long wait, we finally have the new version of UE4 in our dirty hands. This update addresses a lot of different issues and bugs we have been experiencing with our build. We have posted a question to our forums in a attempt to gather feedback on the community concerning taking some extra time to implement this into our current build this would delay us a couple weeks but will provide a much richer experience and we would feel more comfortable ourselves getting this patch in.
Side note: Updates to the store are close behind but incoming.
Getting things setup and sorted out
Hello folks,
Exciting times as we prepare for our Phase (1) release for Origins of Malu. Remember this first phase will be the battleground only and the MMO side will come in over the next couple months but we have lots of fun planned for your while you wait.
We are going to be testing things to ensure a smooth launch, so once we confirm that everything is not going to explode on launch we will release!
Getting some more gameplay up as more is combining
Replacing the trailer
Announce our pricing and how it will be broken down
A preview of some of the MMO systems (Crafting / Etc)