Dev Diary: Abilities, Quests and Public Quests
Posted by Staff in Dev Diary
Careers fight with their own abilities, quests are picked up and handed in, and public quests run in the starting areas, all driven by the original game data. Their windows are being built next.
Steel, Fire and Song: Sound and Spell Effects
Posted by Staff in Dev Diary
The world has its voice back: the hum of a camp, the echo of a Dwarf hall, the sounds of a fight and the clicks of the original interface. Spell effects are in polish, so a Bright Wizard's Fireball looks like one again.
Mounts and Flight Masters
Posted by Staff in Dev Diary
Summon your mount and ride, or speak to a flight master and fly between the zones of your pairing, from Nordland to Norsca or from Ekrund to Mount Bloodhorn, on the original flight map.
The Original HUD, Running in Unity
Posted by Staff in Dev Diary
Unit frames, hotbar, cast bar, chat and minimap: the game's own interface art, running in the remaster. Targets now show their portraits, and nameplates no longer shine through walls.
Nordland, Rebuilt From the Original Files
Posted by Staff in Dev Diary
The Barony of Nordland stands again: its terrain, water and sky, its camps, farms and windmills, all read from the original game files. And Nordland is not alone: every Tier 1 start is open.
Fifty Characters, Their Armour and Dyes
Posted by Staff in Dev Diary
Characters are back in their own armour, with the original dyes, and they move with the original animations. Fifty of them, from Ironbreakers to Marauders, walked the test field at once.
The Ironbreaker, Upscaled
Posted by Staff in Dev Diary
Can the original textures look sharper without being repainted? We ran the Ironbreaker's armour through an upscaler to find out. The answer: yes up close, and much less so at play distance.







