Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Node structure and location diversity
Ammod
Member
I get that depending on which race and sub-race mainly occupies the node changes the architecture, design, and culture of said node, but does the location change how the node is set up.
like for example, a kaelar city in the plains and a kaelar city on a mountain. They have the same architecture, but do they have the same infrastructure like street routes, bridges, and town squares, in all the same positions?
like for example, a kaelar city in the plains and a kaelar city on a mountain. They have the same architecture, but do they have the same infrastructure like street routes, bridges, and town squares, in all the same positions?
0
Comments
A lot of these props don't even need to be racially specific. However we know they are going to make a lot of racially themed furniture available for our own interior decorating. Perhaps there are ways to use work from that to blend over to existing node props a little such as traditional carving patterns in wood and stone that effect the over all texture of a building or prop, and some of these props/buildings are just less common in certain biomes. Maybe there are even area bonuses for certain crafts that make certain materials more plentiful in those biomes than others that would therefore bias a Mayor to construct those particular crafting buildings more often and therefore they are a little more tilted in their architecture towards that sort of biome? Interesting topic.
This video might help.