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.
Comments
It's looks very varied in choice so far and look forward to seeing customization once you guys finalize design.
Is there anything you dislike about the art direction for this race, and why?
I dislike the horns on every single one. I hope there will be a way to not have horns.
What are your thoughts on what was shown during the livestream for the Tulnar concept?
Glad to see the design, reminds me of beauty and the beast. Still curious to see what not 100% tulnar form looks like.
Are there any specific Character Creator customizations you would like to see for the Tulnar race?
Extra big boys. Tallest and fattest slider for Tulnar. I would love to see monsterous size options within the confines of still fitting through a door. It would be interesting to see also small like Dunir size Tulnar running around. A height/weight slider with the largest min-max ratio.
There's a reason that every single god in the pantheon decided to leave them all behind. Just saying...
I expect horns customization to be more than one sliders. Type, length, numbers (?), broken or pristine, curved or straightish, etc. I don't mind if some options are bundled with others (even non horns options).
Necks seem... too vertically normal..? Hard to say without the full body posture.
Option to remove horns
On Reptilian maybe instead of a beard, you could add those spikes that are on the cheekbones to different parts of the face.
1) I believe it was said that there would be sliders to adjust how "humanoid" you can look, and I hope there is a heavy limit to this. When I first saw the art the first thing that popped into my head was this meme https://img.memecdn.com/video-game-characters-enemies-male-vs-female_o_6704467.jpg
I really hope people cannot turn these into furries
2) Steven has said that the avian races did not take refuge in the underrealm and that the Tulnar will not have avian influences. Is Steven still set on the lore being this way? Would love to see some avian themed Tulnar (I like to think similar to the Argonians in TES series with feathers and such).
3) My only real complaint with the design (which is honestly very minor and probably already taken care of with slider options) is that I do not like the eyes. For a race that was forced to evolve underground in low light, I feel like they should have large eyes to soak in light that make them look almost alien. On the Tulnar wiki page this is some "underrealm cat" concept art, and i feel like this is what the eyes should look more like. It has also been stated that the Tulnar did not evolve under the influence of corruption, so I do not feel like the thin red glowing eyes fits. Maybe the idea is to make them look "evil" and bestial, but I think this can be done another way.
I also made a list of some character creation options that I think could be interesting
-Light emitting appendages (like an angler fish)
-Bug / Insect like eyes (could also be cool to have eyes change slightly when going outside the underrealm)
-Large glowing eyes (or large black voids)
-Plants / Mushrooms on body (maybe with bioluminescence?)
-Gill or tentacle like mouths
-Chitin carapace s
-Beak / shell (like a humanoid snapping turtle)
yeah i would be a bit pissed too tbh
Although that being said only thing that looks inherently evil about them is the glowing eyes and that can be because they spend most of there time underground in the darker terrain so that could be an evolution trait for that
Is there anything you dislike about the art direction for this race, and why? - This is a personal preference - I'd like the race to have the ability to really resemble an animal - like something anthropomorphized - see the charr from GW2 ( best example imo), worgen or vulpera from World of Warcraft, etc. No apparent canine race features (really long snout). The ears look a little weird too and I'd like to see a lot of customization options there. The body types haven't been shown yet, but it seems like all of the archetypes are relatively beefy (judging from thickness of neck). It'd be cool to have the ability to create tulnar with differently body types - lithe and thin, tall and well-rounded, etc. Spotty fur coverage, it'd be cool to have the option to be completely covered in fur or scales.
What are your thoughts on what was shown during the livestream for the Tulnar concept? - really excited to see more. This game looks better and better the more it's developed. I'm definitely really excited about the game as a whole and will absolutely be trying it out. My excitement will get uncontrollable if I can create a character that really looks like an arctic wolf or fox.
Are there any specific Character Creator customizations you would like to see for the Tulnar race? - Whoops, didn't see this question specifically. As I've mentioned before I personally really want to play a wolf/fox character. Other than that - a lot of people above me had great ideas. Digitrade legs, claws, ability to have even bigger snouts, and cool tails. Oh - also the ability to have many different kinds of ears. Essentially the ability to turn up the animalistic features even more.
Thank you guys for continuing to pour your passion into the game. To me, character customization is a big facet of my enjoyment of mmos - only below the core gameplay features and the world itself. Thank you for all the hard work trying to ensure that we can all create our dream characters.
That you're showing multiple options on the beast side.
Not really, the options seem fine, as options.
Think they look nice, but I would like to have more options.
This is the important one, I think this race need more humanoid options, not saying that I want a catgirl,
that would be a mistake, allow it and every city in the world will have tulnar architecture... What I want
is the hability to have a mostly human face, with scales, horns fur... but with face I can identify with.
All the other races seem too human, boring, I would love to have an humanoid tulnar with claws, blue
skin, scales, horns, tail, but which face is mostly of human/elf/dwarf/orc shape.
Not saying every tulnar should be like that, it would just be an option, between somewhat "human" and
fully beast, so I don't have to play another boring human like race, or a race that's too beast that offers
little to no conection with the player, but a wild mix between human and beast.
This option would fill a hole that current races are missing, and that's alaways a selling point to attract
more players.
All my Tulnar feedback is based on the three heads and some of the quotes from Steven.
Culture:
Cultures I think Tulnar could do well to pull from are The Úlfhéðnar from Viking civilization. To expand on that Vikings aren't exclusive in Bear and Wolf Cults. So the underlying tone is Bear and Wolf Cults.
Shinobi and their interpretation of Buddhism of the Feudal Japan era.
Caribbean expressions of Hudu and Vudu. With a mix of Caribbean, Creole, and Cajun influence. (Steven already stated Voodoo is an influence)
It covers a caste system, beliefs and expressions and keeps Tulnar within line of animistic, spiritualist, and shamanistic influences.
Architecture:
Gothic architecture, mixed with feudal Japanese and West African symbolism that really drives home the tribal feel but still shows the cunning and intelligence of the Tulnar but still maintains their spirituality.
Misc:
Mad Alchemist vibes everywhere, with bioiluminescence and the lore already written Tulnar should really have a high mad alchemist science vibe that kind of is a dualist approach in equal weight to their spirituality.
how to caste
contests of strength to ingest the most potent shrooms
followed by a week-long vision quest
then tulnar rite of passage
- I like the overall Beast Tribe look a lot!
Is there anything you dislike about the art direction for this race, and why?
- I like it, but I wish the middle one was a little more Lion-ey so it would look less like the Rampage game.
What are your thoughts on what was shown during the livestream for the Tulnar concept?
- I'm excited to see more of them, the variants, and the female versions!
Are there any specific Character Creator customizations you would like to see for the Tulnar race?
- Yes, as you turn the dial between the 3 pillar races, I'd like to see each individual parent race along the way as well. So turning the dial from the (B.) Example to (C.) you would see the Full Lion version, the Full Ram version, Full Wolf version, and the Full Dragon / Reptile versions at each stop along the way.
Very Masculine and a little evil for those who are looking for it.
Is there anything you dislike about the art direction for this race, and why?
The directions the horns grow seem a little random on each one. It would be nice for it feel like it fits a little better and make sense.
Are there any specific Character Creator customizations you would like to see for the Tulnar race?
Tails for all three probably; Manes for the mammals
I guess the scaly tulnar could look more akin to this so I'd upvote this.
I didn't have high hopes for this 'mutt' race, but they are a handsome bunch!
https://Twitch.tv/Eradal
https://Twitter.com/Eradal_
My only thoughts moving forward on the art is that they all look pretty thick and muscular, similar to how the renkai looked previously. I'd like the option for both races to go for a less macro muscular build. Gymnast rather than bodybuilder.
Professional Skeptic, Entertainer, and Animal Enthusiast
It has been stated that you will select one of the 4 parent races to act as your skeleton and they will likely share animations with one of those 4. So sadly no ape here and lion there animation customization.
One day...one day.
Professional Skeptic, Entertainer, and Animal Enthusiast
Not exactly. Tulnar Wiki
Unless something has changed, the Tulnar choose from 3 primary influences, which are humanoid, reptilian, and mammalian. The Tulnar are made from a lot of races, many of which shared a lot of characteristics. Instead of picking a parent race, the influence you pick is more of a racial theme that is representative of a number of races that shared certain characteristics.
To me, the concept on the left is more ape like. We also have info that races will have different none-combat animations so ape-like idle and even walk animation is possible.
Animations
You're right, it is one of the 3 Tulnar subtypes my bad.
"and as you dial those things up, your base body- if it exceeds a certain percentage threshold- will assume the form and stance of one of three primary types of influences that exist for the Tulnar."
Still doesn't look like you'll be able to mix and match though. It's one of those 3 and it's whichever one you're valued in higher.
Professional Skeptic, Entertainer, and Animal Enthusiast
Yep, i guess i'm thinking that the two they mentioned could be influence options.
If the concept on the left is the humanoid influence and is taking inspiration from primates, then i could see it having ape like animations and would be different from a character using a mammilian influence as their base.