Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Error Code 5 when trying to launch game
Even the most basic and low-quality MMORPGs can be launched and played without issues, yet here we are trying to find a solution to a ridiculous error. I still can’t understand why the developers haven’t focused on this issue. Many users are experiencing problems because of a silly bug, and from what I’ve seen, the developers aren’t even addressing it—while the players are left scrambling to find a fix on their own.

2
Re: Return PvP to the tropics islands
The only lawless zone in the full release will be the open seas, so no, this was the right decision.
the right decisions and the good decisions are not always the same thing
Re: Return PvP to the tropics islands
Aw really? I was looking forward to some lens based lawless zones. I won't be hopping in until phase 3 however I like the idea of an always on pvp zone.

1
Re: distance display directly on the target itself
I don't disagree - I'm just pointing out how miniscule this number is on a display.

This is a random screenshot from Archeage thst I googled. You can see how small the distance display is - how insignificant it is in terms of UI space it takes up, how much of a non-event it is in terms of features.

1
AoC using high amount of resources
Since today's update my system is using a lot more of my PC resources. My CPU (i7-13700K) use was around 20% is now using 54%.
AoC has been using my AMD Radeon at 100% until I found away to adjust it. Before this latest update I would log into AoC and my GPU( AMD RD 6950 XT) would be at 100%, I would adjust the in game setting from the default HIGH to LOW, my GPU would then drop down to about 20-40%, once it came down then I would go into the game settings and put the video setting to HIGH but my GPU would only be working at about 50-60% on HIGH. That does not work anymore, my GPU is once again being used at 100% even on LOW settings. All of my drivers are up to date
After today's update my CPU is being used at 55%
My system RAM is using 26.8 GB of DDRAM with only Discord, Windows resource monitor and AoC.. that all, no other apps are open.
The only variable is this latest update. Any help would be appreciated. Thanks
AoC has been using my AMD Radeon at 100% until I found away to adjust it. Before this latest update I would log into AoC and my GPU( AMD RD 6950 XT) would be at 100%, I would adjust the in game setting from the default HIGH to LOW, my GPU would then drop down to about 20-40%, once it came down then I would go into the game settings and put the video setting to HIGH but my GPU would only be working at about 50-60% on HIGH. That does not work anymore, my GPU is once again being used at 100% even on LOW settings. All of my drivers are up to date
After today's update my CPU is being used at 55%
My system RAM is using 26.8 GB of DDRAM with only Discord, Windows resource monitor and AoC.. that all, no other apps are open.
The only variable is this latest update. Any help would be appreciated. Thanks
Re: distance display directly on the target itself
Like I said, I think it might be about the preference (if there is one to have on this topic). Maybe some game has the numbers on the cursor. Some other might have it on all visible nameplates. Another could have it only on your target window. Yet another could have it as a ground-visual under potential targets in a radius around you. One could have it as a colored line on the ground that goes from you to your target.Honestly, I do not see an angle in which asking for examples of this makes Intrepid look anything other than at least partially incompetent.
And those are just a few potential visuals for this kind of mechanic that I could come up with right now.
Most of those would be horrible. The line would be messy, on the cursor would be impractical, on visible nameplates would add a massive amount of UI clutter.
This is a simple UI element that is in many MMORPG's in more or less the same form. It is in the same form because that is what works. If you deviate from that form, a form that should be known to anyone working for a company making an MMORPG.
In terms of how it should be implemented, consider the fact that wasd are the default movement keys for basically every MMORPG. there is little variation to this because this is what works, and how it should be.
Same with a distance indicator. There really is only one way to implement it.
I wouldn't expect Intrepid to come to the forums asking people what the default key for moving forward should be - the way that works is settled. Same thing here - there is only one way, it's settled. An MMORPG either has this, or doesn't have it.
As to added functionality - no, there really isn't any to add to it, even an option to turn it on or off shouldnt be needed (the number in question should be so small that it is in no way distracting). Even if there was scope for added functionality, get the basic functionality in place first, then ask about added stuff.

1
Alpha Two Update Notes 0.10.0 - Friday, May 16, 2025
These are the update notes for changes to the Alpha Two that went to testers on Friday, May 16, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
ALPHA TWO UPDATE NOTES 0.10.0 - FRIDAY, MAY 16, 2025
CHARACTER, ARCHETYPES & COMBAT
WORLD & DUNGEONS
ECONOMY & ARTISANSHIP
NODES
QUESTS, EVENTS, & COMMISSIONS
CARAVANS
NODE SIEGE
FREEHOLDS
ITEMS
USER INTERFACE
GENERAL
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- Clicking on chat tabs and minimizing chat may not work. Resizing the chat window is a workaround for this bug.
- When hovering over a node’s XP, the amount shown may be incorrect due to a UI bug. This is a visual issue only. The actual XP for the node is being tracked correctly.
- An unintended bug has resulted in missing graphics settings. A fix is planned for 5/17 that should make the options consistent between the character select screen and in-game.
ALPHA TWO UPDATE NOTES 0.10.0 - FRIDAY, MAY 16, 2025
CHARACTER, ARCHETYPES & COMBAT
- Cleric abilities that can heal and damage characters will no longer hit PvP targets with both effects
- Dodge Recuperation Training can no longer trigger more than once per dodge
- Bard Resonant Weapon has had significant visual improvements. Different versions of this ability have different visual effects, and visual projectiles have been added so it’s clear where the effect is coming from
- Ranger Salvo ability will now stop correctly when you’re out of mana
- Skill Trees have a new display for skill point progression
WORLD & DUNGEONS
- Enemies will no longer spawn in Lost Hero's Sepulcher, Brood Pit, and Apothecarium Dreadmire before these pocket dungeons have unlocked
- Some enemies in Citadel of the Steel Bloom will not spawn until certain areas have unlocked
- Fixed some areas of the world, to prevent characters from accessing areas that have not unlocked
- Resolved several issues with the terrain in Jundark pocket dungeons that made it difficult for NPCs to navigate
- Lawless zone buff will now stay on characters that die and are resurrected in a lawless area
- Web Well pocket dungeon no longer has a hole where characters can fall through the world
- Verdance Ruins pocket dungeon vines and roots will no longer block movement
- The Murmuring Root and Web Well pocket dungeons have been improved visually
- Terrain underwater on the ocean floor has had visual improvements
- Lighting updates to many areas of pocket dungeons
ECONOMY & ARTISANSHIP
- Gatherables can now spawn in cluster areas that contain a random amount of gatherables of the same type
- Artisanship activities now give adventuring experience, based on tier, rarity, and other factors
- When trying to deconstruct an item that can’t deconstructed, you’ll get an error message
- Enchanting menu has had UI improvements
NODES
- Contributing to Service Building construction costs can now be done with a larger variety of gatherable resources. For example, Ash and Western Larch can be contributed instead of only Oak
- Lawless zones of influence will now properly transfer experience to adjacent Nodes
- Shorefoot and Seahook Node mayors can now get flying mounts
- Node experience chat log notifications have been fixed for Node experience in the Turquoise Sea
- Nodes will now update properly on your map, when a Node levels
- Zones of Influence in the Turquoise Sea have been adjusted, as we prepare for Brinebarrel and Korrin Nodes
- Seahook Node NPCs will no longer spawn on top of tents
- Removed the duplicate vote button from service building citizen voting
QUESTS, EVENTS, & COMMISSIONS
- Jundark treasure maps have been added
- The Underbloom event has been added to the Jundark. The return of the Exalted races has stirred more than old ruins—the Mycellion have begun to rise
- Summoners Gift event has been added to the Jundark. Dendroa Najash summoners have begun a dark ritual in the heart of the jungle, seeking to awaken a forgotten Toren warlord buried beneath ancient ruins
- Lionhold Commissions - Adjusted what enemies spawn south of Lionhold, to improve how Commissions are completed here
- Samia’s Hope Commissions - Adjusted what enemies spawn north and east of Samia’s Hope, to improve how Commissions are completed here
- Running Crates can now be completed by characters who have previously turned in a Caravan
- Big Scrap event reward chest will no longer spawn floating above the ground
CARAVANS
- Caravans can no longer be converted to or from being a raft while unstuck is being used
- Caravan horses will no longer appear to float on steep inclines in the world
NODE SIEGE
- Control Points can be fully retaken, after losing some progression
- Defending team’s leader name will now display correctly on the team list
FREEHOLDS
- Freehold material storage can now be accessed from a chest on your Freehold, and Freeholds do not have access to Node storage
- Cacao rooting balls have been fixed, so they can be planted on Freeholds
ITEMS
- Sanctus Energy Spellbook stats have been changed to be more correct for this item's level
- Mori Satius sword now requires level 10 to equip
USER INTERFACE
- New chat channels have been added! Trade and Looking for Group are now available as chat options
- Chat Option filters have been updated. These can be changed in Options under Chat → Tabs
- Whisper/tell dropdown has been improved
- Links to items are now available for items in chat
- Made changes to roll in chat, to make it harder for people to fake random roll results
- Loading screen status text has been fixed so it no longer overlaps with other text
- Character frame is now moveable when editing your HUD
- Guild Skill Tree will now prompt you to save changes or leave without saving when switching tabs or closing this window
- Various mounts and beasts of burden have icon updates
- Performance updates to the chat window
GENERAL
- Emberspring respawn will now have your closest Emberspring as the default respawn location, instead of your home Emberspring
- Fixed a crash related to hovering over some areas of the hotbar
- Fixed issues with Daffodils spawning too much in the hills north of Winstead
- Improved road visuals in some areas of the world
- Rainbows should no longer be seen in indoor spaces
- Fixed several typos

5
Re: Fighter in Phase 2: Where It Falls Apart and Why
I main a Fighter, here are my thoughts:
Shifting stances.
Personally I rarely shift stance in PVP since Celebrity is so strong. PVE I may swap but its not frequent and purely situational. You seem to want to switch before each ability to maximize that ability. Im not sure if that is how they intended stances to be used. Ive always thought it was pick a lane. Not saying your playstyle is wrong, its just not how the fighter community I play with engage. But if the overall design by Intrepid is to switch stances to maximize the abilities, I agree the current system is bad and needs a rework.
Momentum
Yup, agree its awful. Builds too slowly and depletes instantly. Ive never been a fan of "start with no resource and build to maximize your class" isnt a great system. its never rewards like it should.
Lunging Assault
Needs rework, its bad. it never lands and its just wonky to use. The invulnerability part sounds good but isnt worth the ability atm. improving this to be a stronger gap closer would be awesome.
Large Scale
I think fighter needs skills to make it valuable in these encounters because we arent compared to all the other classes. We excel in single target but lack tools to really make a big difference in large scale. Getting a shield, say tied to something like battle cry, and the shield health based on number of enemies in an area, would help us dive into piles and cause havoc without being instant deleted would allow us to influence the fight.
At the end of the day, my belief is fighters should be devastating when they catch their target. There is no justifiable argument for why range dps can quickly delete their target from afar and at little to no risk while Fighters struggle to kill their targets once they have been caught. Fighters have to constantly position themselves for success which almost always means throwing themselves into harms way. We have to balance survivability and dps far more than ranged classes so we should be rewarded with strong dmg when we do manage to hit our target. And no, I dont want more stuns, people are quick to complain about that and i really dont care to win that way.
- I dont see how these are entirely different roles. You point out Single vs AOE but offer no other examples of how they are different. To me its same use with tradeoffs. OP offers slightly less dmg to a single target with less mana cost vs Cleave for higher dmg to multiple targets but at a higher mana cost. Thats basically the difference so you get choices based on your situation. The design isnt to give you two attacks.The shared cooldown between Overpower and Brutal Cleave is especially baffling.
Shifting stances.
Personally I rarely shift stance in PVP since Celebrity is so strong. PVE I may swap but its not frequent and purely situational. You seem to want to switch before each ability to maximize that ability. Im not sure if that is how they intended stances to be used. Ive always thought it was pick a lane. Not saying your playstyle is wrong, its just not how the fighter community I play with engage. But if the overall design by Intrepid is to switch stances to maximize the abilities, I agree the current system is bad and needs a rework.
Momentum
Yup, agree its awful. Builds too slowly and depletes instantly. Ive never been a fan of "start with no resource and build to maximize your class" isnt a great system. its never rewards like it should.
Lunging Assault
Needs rework, its bad. it never lands and its just wonky to use. The invulnerability part sounds good but isnt worth the ability atm. improving this to be a stronger gap closer would be awesome.
Large Scale
I think fighter needs skills to make it valuable in these encounters because we arent compared to all the other classes. We excel in single target but lack tools to really make a big difference in large scale. Getting a shield, say tied to something like battle cry, and the shield health based on number of enemies in an area, would help us dive into piles and cause havoc without being instant deleted would allow us to influence the fight.
At the end of the day, my belief is fighters should be devastating when they catch their target. There is no justifiable argument for why range dps can quickly delete their target from afar and at little to no risk while Fighters struggle to kill their targets once they have been caught. Fighters have to constantly position themselves for success which almost always means throwing themselves into harms way. We have to balance survivability and dps far more than ranged classes so we should be rewarded with strong dmg when we do manage to hit our target. And no, I dont want more stuns, people are quick to complain about that and i really dont care to win that way.

1
Re: Why Summoner should be a melee Archetype
I HOPE THIS DOESNT MEAN SUMMONER IS A MELEE CLASS NOW OMG OMG. If it is i'll need a refund ;(
I am a bit confused now. How exactly would this function ?
Like a "Death Knight" for Example from World of Warcraft ??
I mean : he IS a Summoner in a sense, but also a Melee Fighter at the very same time.
At this Point i don't really care as much. As long as i get "finally" my Decades long awaited Necromancer-Experience in an MMORPG.


Let's be honest. The Death Knight from WoW doesn't cut it.


1
Re: For Braver of Worlds, we get a free freehold right?
Oh so the bravers of world package
Sadly we're not, haha. We just get a bunch of skins we have no ability to use unless somehow we're lucky and get some of the super sparse and very hard to get free-holds.
So Idk, that seems even worse. Paid $500 and I just get skins for something that's almost entirely rng to get because I work too much to be competitive in MMOs anymore.
Faeri Pinkett wrote: »How does this work,
Since free-holds are going to be so important once the game comes out, are we starting out with a cool advancement that others can't get for a while ?
As cool as this sounds and while i am absolutely not against your Hopes and so on,
... ... ... how exactly is that supposed to be able to be realised ingame ?
Sadly we're not, haha. We just get a bunch of skins we have no ability to use unless somehow we're lucky and get some of the super sparse and very hard to get free-holds.
