Dev Update #3 - A real world map, two towns, and choosing where you respawn

The world map is in the game, Ashenveil moved to the Crossroads, Lamentford is a second town, and death now gives you a choice.

This was the biggest update since the alpha began. There is a proper world map, two towns you can walk, and a lot of the interface was reworked.

Showcase cut 2: a guard runs from the woods, through the snow, into Ashenveil.

The world map

  • Press M to open it. It starts on your region, with fog over land you haven't found yet.
  • Zoom, pan and click into a region to drill in. A town you've discovered opens its plan.
  • An Information column sits beside the map and holds the grid and a Measure tool for distance and travel time.
  • Lands we haven't built yet are named TBD for now, and hinted at the edges of the map.

Two towns

  • Ashenveil has moved to the Crossroads. You can walk in and out of all four gates. It is still being worked on, and it has no inner walls yet.
  • Lamentford is a second town, and it shows on the map once you've discovered it.
  • Every gate is named, and shop names are always visible.

Death and respawn

  • You choose where to respawn. The death screen lists the towns and graveyards you've discovered, nearest first, with distances.
  • It shows your killer first, then the other attackers, and a recap of the fight.

Moving through the world

  • Your feet now stay on the ground on slopes.
  • The minimap is smaller and shows a real picture, with the roads into both towns.
  • A performance meter shows your frames per second, frame time and ping. Turn it on in Settings > HUD Panels.

The interface

  • New item tooltips: hold the mouse over an item, and click to keep it open. Character select uses the same tooltip.
  • Notices got their own resizable window, with Messages, unread markers and a pop-up for each whisper. Friend requests have Accept and Close buttons.
  • The hotbar binds items again. An equipped item shows a red X to unequip it, and equipping plays a sound.

Guards and combat

  • Town guards keep using skills on a moving red player, and a guard that catches a running red player Shield Bashes them. Guards that give up walk back to the gate faster.
  • Melee reach is more forgiving for everyone: players, creatures and guards.

The launcher

  • Game updates no longer reset your settings. The News page looks like the website and plays videos inside the launcher, and Settings no longer closes the launcher when you're offline.

Known issues

  • A stunned player can look like they are still moving very slowly.
  • Distant NPCs animate choppily. We want them to play more of the animation from a distance.
  • A tooltip pinned at Character select can carry into the world.
  • The town plan on the world map is out of date, and the respawn list isn't limited by distance yet.

Next up: creatures that roam a home and leash back (wolves you can stun), fuller NPC animation at a distance, town walls, and the 60 fps performance round.

All of this is from a development build. Numbers are provisional.