This month’s Camelot Unchained newsletter has arrived, and it’s packed — official word count: 7886. On the staffing front, which is net good news, the team has said farewell to one employee and picked up two new ones, a technical producer in Seattle and a programmer in Fairfax. Ben Pielstick also explains the game’s big battles functionality and how bots are helping the test.
“While it is definitely a challenge, we believe we can make battles with a large number of players on each side fun and tactically challenging to be a part of. A lot of consideration for these scenarios has gone into the initial design planning for the basics of our combat system, including things like physics-based projectiles and player-to-player character collision. We’re also making sure more nuanced features, such as stacking rules for buffs and debuffs and group support abilities, don’t add up to be overpowered when a high number of players are all involved in combat and in close proximity to each other.”
Finally, there’s a check-in with the art team, epsiode 10 of The Great Depths Raid story, a deep-dive into sound effects, and the usual run-down of the state of the build. Check out some of the new images below.