Navigation

    Fractured Forum

    • Login
    • Search
    • Recent
    • Tags
    • Users
    • Groups
    1. Home
    2. Prometheus
    3. Best
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Best posts made by Prometheus

    • Alpha 1 Launch Announced

      Dear Fractured followers,

      the time has come: we’re finally ready to announce the opening day of Alpha 1!

      The first testing phase, labeled Alpha 1 – Test 1, is starting on Wednesday, April 10, at 4pm CET (10am ET), and is expected to last for one week.

      Click here for the full announcement


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Roadmap To Alpha 2 & Gamescom

      Hi everyone,

      It's been a while since we've closed the door of Alpha 1 - Test 2 and released the new store. August is always a complex month for us, torn between the preparation for Gamescom and the due summer holiday time.

      Nonetheless, a new update is here, including the much awaited roadmap to Alpha 2 - which is sadly going to suffer a little delay, but will be packed with new features and content!

      Discover Alpha 2


      Going to Gamescom? We'll be there too!


      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Porting Test Weekend & Alpha 2 Update

      Hi everyone,

      There are times when game developers get estimates right (rare), and there are times when they get them wrong (frequent). Then there are those when they get them very wrong...

      ...but the porting is finally over (it's going to be tested this weekend), and Alpha 2 is confirmed for November!

      Read the full announcement


      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Fractured Forum Rules

      Hi everyone,

      our aim with the following rules is to make this forum a friendly and enjoyable place for the whole Fractured community. A place where you can learn more about the game, discuss it and find new friends, while we can gather your feedback. Please help us make it so by abiding to them! πŸ˜‰


      1) BE CIVIL

      Treat each other with respect. Don't insult other users, troll them, or bait them into breaking the rules. Also, keep criticism constructive. For more information about the rules regarding Acceptable Content, I suggest you read paragraph 5 of our Terms of Service.

      Here's a summary of the most important rules:

      • Do not harass other users. For example: Insulting others, flaming, etc.
      • Do not troll other users.
      • Do not threaten other people, unless it's within the context of the game.
      • Do not invade other people's privacy and do not* doxx other users. (posting other people's real life information).
      • Do not post hate speech (discriminatory, racist, etc).
      • Do not impersonate staff or other users.

      In addition to that, certain content is forbidden from being posted. This includes (but is not limited to):

      • Sexually explicit content.
      • Illegal content.
      • Malicious content like viruses.
      • Hacks, cheats and exploits.
      • Copyrighted content.
      • Unsolicited or unauthorized advertising.

      For a full list of prohibited content and behaviour, I once again refer you to the Terms of Service.

      2) DON'T SPAM

      All comments should stay on topic and all threads should be relevant to the section they're posted in. Also, keep in mind that the off-topic section is for discussions unrelated to Fractured, not for spam.

      If you want to gain Foundation Points from the Daily Post quest but don't have anything interesting to say, you can however leave a "spammy" post in this thread.

      3) FORBIDDEN SUBJECTS
      In addition to the rules above, we have also decided to forbid the following subjects from being discussed:

      • Politics
      • Religion

      I am sure you can understand why we have forbidden these two subjects. These subjects often lead to fights and drama, and have little to do with what this forum is about. Because of this, we believe the best course of action is to simply disallow users from discussing them. These rules only apply to real life politics and religion, discussions about in-game politics and religion are obviously fine.

      4) MODERATORS

      Moderators and Dynamight Studios staff reserve the right to remove, edit, lock, move, or otherwise adjust content posted by the users of this forum at any time.

      If you disagree with an action taken by a moderator, send him/her a PM or send one to a member of the Dynamight Studios staff instead of making a post about it.


      Breaking the above rules can result in a warning or the temporary/permanent suspension of your account, depending on the severity of the offense and the existence of prior warnings.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • OST Update - Main Theme V1

      Hi everybody!

      Among the myriad of pieces that make up an MMO, we believe that soundtracks often don't receive the due attention. Here at Dynamight Studios, however, we're well aware of the central role it plays, and we're not going to save on that.

      It is therefore with great pleasure that we are releasing the first piece of the Fractured OST. It is no less than the first version of the main theme, which you're soon going to hear again in our upcoming Kickstarter campaign!

      Click here to listen

      As always, let us know hear your feedback!

      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log & Mini-Roadmap - v.a.2.4.0i

      Hi all,

      this time we've decided to spice up the patch log with a list of content that's going to be implemented in the next few days πŸ™‚ Here we go!

      Upcoming

      • Legends & Lost Tales. The first Fractured World Bosses are coming! End-games challenges with 3 difficulty ratings, better suited for groups of 2-3 (easy) up to 8-10 (hard) players.
      • Destroy building / destroy plot functionalities. I know you want that. More power to the... governors?
      • Heavy material storages. 4 dedicated small buildings for different heavy materials (stone, wood, ores/ingots, edibles).
      • Global Heavy Material Exchange view. Check out what each city is buying and selling on a global scale from any City Trading Post. Just viewing, you need to actually move the materials!

      Fixed in this patch

      • Fields now correctly revert to the "unsowed" status when harvested instead of producing endless harvests 😡
      • Ruins in city areas no longer reappear after a server restart, and charcoal piles no longer get refilled.
      • Charcoal piles now disappear after being emptied.
      • Wooden Poles and Wooden Handles are now available in the Woodworking Table.
      • Raw Rice and Raw Beans now have their icons.
      • The time to process new leathers (e.g. Troll Leathers) in the Tanning Tub is now 16 hours like all other leathers instead of 10 seconds (ouch).
      • The War Hammer now is correctly a Heavy weapon.
      • "Ready on..." abilities (e.g. Bash, Bleeding Strike) can again be activated when on cooldown (and will proc when off cooldown).
      • Fixed lots of errors in the recipe descriptions of new weapons and armors.
      • Fixed the description of the abilities Frenzy and Enrage.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Unity has blocked SpatialOS - What's up and what it means for us

      Hi everyone,

      as some of you may know already, some totally unexpected (and very bad) news broke out today: the Unity’s block of SpatialOS.


      The article I've just linked explains everything in detail, but in a nutshell:

      • In December, Unity updated its TOS adding a new paragraph - 2.4, which you can find here.
      • The paragraph is (IMHO) badly worded and open to interpretation, but it seems to make the use of Unity as a server forbidden. Mind, we're not talking about having a Unity client connect to a generic server - that's still fine. What's now forbidden is to have a server that uses Unity processes to simulate the world - like what SpatialOS does.
      • The change went either unnoticed or wasn't anyway given the proper interpretation until today, when, completely out of the blue, Unity revoked Improbable's licence for breaking the new TOS.

      Mind, this doesn't affect Fractured only. Fractured is not the only game developed with Unity + SpatialOS, and Improbable is not the only service allowing using Unity as a server. I don't know how many projects either released or in the making have been totally screwed overnight by a one-directional, entirely unannounced decision by Unity, but it's certainly many.

      In fact, their decision affects even very small studios and individual developers who might be self-hosting a Unity server!


      What does it mean for Fractured in the short run:

      • Development-wise, nothing, we keep working towards Alpha 1 as usual.
      • Testing-wise, we're taking our Pre-Alpha servers down until further notice
      • There might be some delays in the testing schedule, but nothing dramatic.

      In the long run, we're confident the people at Unity will understand the move they made goes against their own interest and decide to retrace their steps. Considering the news has broke on mainstream media too, we're fairly sure it might even get resolved in a matter of days.

      In the meantime, we'll keep touching base with the press, put pressure on Unity, and keep you up to date on any development.

      Thank you all for your understanding.

      Jacopo

      posted in News & Announcements
      Prometheus
      Prometheus
    • Alpha 1 - Test 2 Launch Day Revealed

      Dear Fractured followers,

      we're a little late, but we've made it: Alpha 1 - Test 2 is almost ready to ship!

      It's therefore our pleasure to officially announce the start day of the second (and last) testing Phase of Alpha 1. It's Wednesday, July 10, at 4pm CEST (10am EDT)!

      Click here for the full announcement


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Roadmap To Alpha 2 - Test 2

      Hi everyone!

      Alpha 2 - Test 1 has come and gone last November/December, and has been (by far!) our longest and most populated testing phase ever.

      In order to keep you all more engaged and receive more frequent feedback, we've decided to shorten the time between each testing phase. That is why we're glad to announce that we are targeting the end of February for the start of Alpha 2 - Test 2!

      Some of the most requested features in the history of Fractured will be going live then - and you'll have the chance to preview a few of them even earlier in a new open test!

      Discover all the details


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Fall Alpha Dev Update #3

      Hi all!

      Only 5 days left to the start of the Fall Alpha! Will your city be able to sustain itself? Find it out in the new video update on Health, Farming & Party Pins!

      Read the full post


      Want to join the Fall Alpha? You can get permanent access by buying a Master pack or higher on our store!

      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • End Year 2020 Open Playtest

      Hi & happy holidays everyone!

      You could spend this joyful time with your family and your loved ones. You could spend it eating and enjoying some (socially-distanced and responsible) partying…

      …or you could spend it playing Fractured, because on Wednesday, December 30, game servers will be opened to all registered users for a new open playtest!

      Check it out!


      Here's our very belligerent PvP gift to you!

      Enjoy Fractured! πŸ˜„

      posted in News & Announcements
      Prometheus
      Prometheus
    • The Data Transfer Is Here!

      Hi all,

      our old website is fully functional again, and the data migration from gamigo to Dynamight Studios is live on this page!

      Read the full announcement for some useful FAQ!


      I hope you are as excited as we are to see Fractured Online back! πŸ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • Myr Cities & Hotspots Map

      Please note: this is an internal design document we're sharing to ease your city planning. It's ugly! πŸ˜‰ Also, it's tilted 45Β° compared to the actual continent of Myr.


      Legend

      • Large red circles: large city plots;
      • Small red circles: small city plots;
      • Other circles: hotspots, can be conquered by neighboring cities;
      • Docks: in sea cities, allow fast-travel from dock to dock.
      • Black lines: main roads. They're paven and grant a movespeed bonus.
      • White patches: large points of interest - no cities or personal land claims in there;

      alt text

      posted in Town Planning
      Prometheus
      Prometheus
    • Fractured Sprint 12 Recap (Dec 13, 2017)

      Hi everyone,

      welcome to the first Sprint Recap of Fractured! This post covers the work done here at Dynamight Studios during Sprint 12, which lasted from the 29th of November to the 13th of December.

      If you aren't familiar with this kind of brief update yet, please have a look this introductory post.

      Ready? Enjoy!


      Human Body & Equipment

      The human character has been further improved! We have reworked the standard rig of the model, dramatically improving the quality of the animations. Plus, we've polished the texturing of the naked body and that of some of its armor sets. Below is a picture showing one of the skins of the Leather armor from the low-poly mesh to the final version:

      Leather Armor Low Poly To Completed

      The weapons currently available to the player (unarmed, short sword, great sword, spear, crossbow, bow) have been visually upgraded as well. The picture below shows the 4 steps of the art pipeline behind the creation of the weapons - concept art, low poly, high poly, texturing:

      Weapon Concept To Completed


      Ability Galore

      Projectiles, beams and sprays, added to Fractured a couple months ago already, were a nice start. In Sprint 12, we've begun expanding the number of archetypes to build new Fractured abilities on.

      Much of the work has been focused on the creation of particle effects, textures and shaders for spells such as magical shields, heals, summons, terrain effects, equipment enchantments, and much more. Several of them will be shown in the upcoming Feature Spotlight, which will be the second and last chapter (for now) of the updates dedicated the Knowledge System.

      To make spell development faster, we've created an ad hoc environment in a separate branch of the project where we can quickly test them out without having to load the whole of SpatialOS. A nice addition that will make us save a lot of the time in the future!


      Human Buildings & Tech

      As part of our ongoing effort to create all the core elements of Syndesia, our formidable art department has completed several new building components that are part of the modular construction system of Fractured. The latter will be covered in one of the upcoming spotlights, so stay tuned!

      At the same time, we've created art assets for PvE locations and some examples of human technology. The picture below shows concepts and low-poly versions of a few of those, namely:

      • Some ruins from the peak of Human civilization on Elysium that have become the lair of a group of hostile creatures on Syndesia.
      • A stone bridge.
      • A watermill that can generate energy to power up other buildings.
      • A highly automatized forge which can be added to a human blacksmith shop.

      Weapon Concept To Completed

      At last, we have a very special one. Sometimes, the first iteration of a 3D model must be revised a little. In this case, it didn't actually look bad, but...

      Weapon Concept To Completed

      ...and yes, Humans can develop gunpowder, of course!

      Open World II

      As we've explained in the latest SOTG update, one of the most important features of SpatialOS is that it's designed to create open worlds of (virtually) unlimited scale and containing a massive amount of entities.

      Before Sprint 12, we had never made use of this power in full, forcing the server to use to employ a single process (or worker, as it's called in the SpatialOS terminology) to control the whole world.

      In Sprint 12, we've split the world into a grid, with each cell of the grid controlled by a single worker. This grid exists in the server only, of course - in the client, the player just sees an open world without any boundary. After doing in so, as expected, we've experienced several issues related to the moment an entity (a player or an AI-controlled creature) moved to a different cell of the grid, thus got to be controlled by a different worker.

      One by one, we've tackled all the bugs, until none was left. Is it over then? Not really! While now we can have an open world of unlimited size, a huge amount of entities (players) close to each other in the same cell of the grid would overload the worker controlling the cell, ultimately causing it to fail. The next step will be to allow workers to dynamically change the size, shape and location of the area they control, getting rid of the concept of "grid" entirely.


      What's Coming Next

      Most of the works described above are still in progress - more abilities have to be added, and plenty of human structures must be finalized. This constitutes the bulk of the currently running sprint, while we also move towards the creation of the first long footage of Fractured, featuring some sweet PvE action!

      See you soon and, as always, don’t forget to let us hear your feedback! πŸ˜„

      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: to the developers

      Hi @keshanberk, it's pretty clear you're not fond of Dynamight, whatever the reason might be, but let me address your concerns anyway.

      @keshanberk said in to the developers:

      The 3d assets you're showcasing are either prepackaged with Unity or are being sold for cheap on the Unity marketplace.

      Back when we made our first pre-alpha gameplay video (well over 1 year ago), we used a few art assets from the Unity store as placeholders. What's bad about that exactly? πŸ™‚ It's a common practice to use placeholders in very early stages of development. As of today, the only art assets I can think of that are taken from the asset store are the animals, since they're pretty well made and it's not particularly relevant to have a unique... rabbit, right? πŸ™‚ If one day we have resources to spare we'll remake them too.

      @keshanberk said in to the developers:

      Although you may disagree with my previous statement -- can you point out a thriving MMO that utilizes Unity?

      Albion Online πŸ™‚

      @keshanberk said in to the developers:

      And do you believe your project will succeed when it's difficult to differentiate your game from Legends of Aria?

      LOA is a spiritual successor to Ultima Online, which I sincerely hope will succeed since I loved Ultima Online πŸ˜‰ It has very little to do with Fractured though, besides the genre (isometric sandbox MMOs). Controls, combat, rulesets, races, world building, progression, survival elements... they're all very different, and that's just to name a few.

      @keshanberk said in to the developers:

      How could you possibly deliver a unique game -- while having less resources than a competitor company

      I don't know whether we have more or less resources than LOA really. It's undoubtedly true we don't have the same resources of some larger competitors, but I'd say technology (SpatialOS), time spent developing tools such as procedural world generators and various game design decisions are allowing us to deliver - we're not perfectly on schedule, but we're close πŸ™‚

      @keshanberk said in to the developers:

      and still utilizing an engine that causes terrible lag when loading 3d assets?

      Where did you get this information from exactly? πŸ˜„ There are ways to prevent that from happening, it's not even particularly hard. You can watch any Fractured gameplay videos on Twitch or YouTube, everything besides terrains is dynamically loaded / streamed around your character but you won't see any lag when people travel through our current 60km2 continent πŸ™‚

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Unity has blocked SpatialOS - What's up and what it means for us

      @Logain said in Unity has blocked SpatialOS - What's up and what it means for us:

      Looks like high time for a news post explaining and detailing the resolved situation and the future strategy (together with the forum downtime) to instill confidence for the customers again. Considering that funding increased by a whooping €20 in the last 6 days 😞

      Yes, a State of the Game is coming! πŸ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - v.a.2.3.0d

      Please Note

      Due to the bugfix on incorrect talent presets we had to delete all existing talent presets and reset all talents memorized. Don't worry, your talent points are still there, so you can just remake the presets. Apologies for the annoyance!

      Minor Changes

      • Clicking on the icon of a material in a crafting recipe now opens the crafting page of that material if the latter is crafted in the same crafting station / menu.
      • Crafting arrows now produces 200 items instead of 100.

      Bug Fixes

      • It's no longer possible to remove tier 1 "standard" talents from the talent tree by assigning tier 1 "hybrid" talents.
      • The buff from Inspire now scales according to the caster's attributes instead of the recipient's.
      • Candidate governors that lose the race for candidacy are no longer stuck being candidate forever. Same goes for their supporters.
      • The notification on the Book Of Knowledge now disappears also if the book is opened with the J hotkey.
      • Paved roads built by players now give the speed bonus like pre-existing paved roads.
      • The descriptions of weapon and armor crafting recipes have been mostly rewritten, removing outdated info.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Pre-Alpha Wave 4 Is Out - Live On Thursday

      Hi everyone!

      We're glad to announce that the fourth wave of invites for the Fractured Pre-Alpha has been sent out today!

      All players invited will gain access to Pre-Alpha servers starting this Thursday, March 14, at 6pm CET (12pm ET).

      We've invited a total of 50 players, including all the ones who were in the TOP 100 of the leaderboard of The Foundation on 27th of November, plus a few contest/drawing winners (including those not yet published).

      This wave is the last one - from here we go straight to Alpha 1, open to everyone who has purchased a Knight pack (or higher) on our store and during our Kickstarter campaign!

      Here you can find some additional info on the Pre-Alpha in case you've missed them. Here instead you can find information regarding the state of development of the game.

      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • No Trick, Big Treat: Alpha 2 Launch Revealed

      Dear Fractured followers,

      the time has come: we’re finally ready to announce the opening day of Alpha 2!

      The first testing phase, labeled Alpha 2 - Test 1, is starting on Wednesday, November 20, at 4pm CET (10am ET), and is expected to last for at least two weeks.

      Click here for the full announcement


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • February 2020 Open Playtest

      Hi everyone!

      Our first stress test was short-lived, but a new one is coming already, and is lasting for a longer time!

      • Tuesday, February 4, 2pm CET (8am ET): access is granted to all backers, disregarding the type of plege / founder pack.
      • Thursday, February 6, 2pm CET (8am ET): access is granted to all registered users – no pledge needed!
      • Monday, February 10, 10am CET (2am ET): the open playtest is over.

      Read the full announcement


      Let’s spread the word and see each other soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • 1
    • 2
    • 3
    • 4
    • 5
    • 44
    • 45
    • 2 / 45